Unified communications system and method

ABSTRACT

A unified communications system enables a user to simultaneously manage real time voice communication with background audio streams such as a music. In one embodiment, the system comprises a plurality of devices connected through a persistent voice over IP channel, where each device is playing background audio independently, and each device is operatively coupled to a microphone. When a connected user speaks, Voice Activity Detection results in the automatic adjustment of background audio on other connected devices, the adjustments based upon user-input settings on each device.

PRIORITY CLAIM TO RELATED APPLICATIONS

This application is a continuation of U.S. application Ser. No.14/770,114, filed 25 Aug. 2015, which is a U.S. national stageapplication filed under 35 U.S.C. §371 from International ApplicationSerial No. PCT/CA2014/050342, which was filed 4 Apr. 2014, and publishedas WO2014/161091 on 9 Oct. 2014, and which claims priority to U.S.Application No. 61/808,334, filed 4 Apr. 2013, and to U.S. ApplicationNo. 61/905,228, filed 17 Nov. 2013, which applications and publicationare incorporated by reference as if reproduced herein and made a parthereof in their entirety, and the benefit of priority of each of whichis claimed herein.

TECHNICAL FIELD

The present invention relates generally to telecommunications and moreparticularly to voice and audio communications.

BACKGROUND

Electronic voice service inefficiencies limit the amount peoplecommunicate. Some examples of these inefficiencies are:

-   -   1. Unscheduled calls often interrupt the recipient because the        callers are unaware of what the recipients are doing at that        time.    -   2. Spontaneous discussion is limited by Traditional 2-way        communication systems. When nobody is speaking, silence is        awkward, and the call ends.    -   3. Existing communication services are not unified (e.g. Text        messaging services, Push To Talk, 2-way communication, group        conferencing, video calling, file sharing, etc.).    -   4. People need to interrupt the audio from their other        applications in order to connect. This may include taking        headphones off, turning volume down manually, having audio        ducked automatically, or manually pausing playback.    -   5. Establishing connections between parties can take time, often        including a need to dial and wait for an answer.    -   6. In public places: Communications are limited when background        music/noise is loud (as in bars). People are forced to yell or        stand so close that eye contact and non-verbal communication is        lost.

Furthermore, digital voice communications and music have conventionallybeen delivered on separate channels and through separate applications.Communications applications typically build in code that causes themusic audio to be “ducked” to a fixed level for incoming calls and otherevents such as voice message playback and notifications, for example.Ducking involves reducing the level of one audio signal by the presenceof another, such as lowering the volume of music during a call.Typically, communications software, mobile operating systems, and othersoftware applications including music services presume that ducking isdesirable. The present applicant recognizes that ducking is not alwaysdesirable, and that the user should be able to control both the presenceand level of ducking according to his/her preferences and to levelscalculated based on background noise and other factors. The applicantfurther recognizes that selective ducking of certain frequencies may bedesirable, and that other audio mixing techniques may provide for abetter user experience in a variety of use cases. It is thereforedesirable to provide a system, architecture, and User Interface that ispurpose designed for use cases where typical systems fail to provide thelevel of control and audio mixing functionality necessary for modes ofcommunication in which voice is mixed with other audio signals in realtime. A partial architecture exists through prior art that is particularto the gaming industry. It is desirable to leverage this architectureand to develop it further for many other use cases, especially asrelated to the use of mobile devices and emerging hardware technologies.

Limitations in electronic communication can also have implications forproductivity. When teams share a physical workroom their productivity issignificantly higher due to increased collaboration and spontaneouscommunication. When teams are spread out, spontaneous communication isdecreased. When people have spontaneous thoughts or questions thatshould be shared, they stop to consider whether the thought is“important enough” for a phone call. Often spontaneous thoughts arepotentially important, and immediate communication could help to savetime and errors, but this is non-obvious to the person contemplating thecall. In addition, there is a risk that the recipients will not be thereto answer the call. In this case, a follow up call is often delayed andforgotten as the caller resumes other work. It is therefore desirable toprovide a communications system that encourages spontaneouscommunication and provides automated tools to alert and connect partiesas they become available, without interrupting them. An embodiment ofthis system designed for team collaboration would likely increaseproductivity significantly.

In general, a novel technology is desirable to provide a newcommunications paradigm for interacting with others and for integratingthe delivery of voice with music and other audio.

SUMMARY OF THE INVENTION

The invention encourages spontaneous communication by combining a numberof features into a single, unified communications application aimed ataddressing common problems created by traditional communication methods.Several embodiments of the present invention contain a design andarchitecture that encourages persistent voice connections that can runsilently in the background with minimal data consumption during silence,with the ability to activate almost instantaneously through speechdetection. The platform includes advanced audio management capabilitiesthat allow users to collaborate without interrupting audio from otherapplications, music, videos, and communication channels. Severalembodiments also contain a virtual workroom and other flexible interfacefeatures that encourage friends and co-workers to ‘stay connected’ allthe time. This document will make reference to persistent voiceconnections, which refer to voice communication channels that persistover time. This is analogous to persistent text based chat, but is madefeasible for voice channels through the use of modern silencesuppression technology. The present invention leverages this technology,and other technologies, through novel combinations of existing hardwareand software, as well as innovative new features, UI designs, methodsand techniques, to solve common communication problems.

The six problems of the prior art are solved by one or more embodimentsof the present invention as follows:

-   -   1. Unscheduled calls often interrupt the recipient because the        callers are unaware of what the recipients are doing at that        time. Embodiments of the invention contain planning features and        status indicators that help users to solve this problem.    -   2. Spontaneous discussion is limited by Traditional 2-way        communication systems. When nobody is speaking, silence is        awkward, and the call ends. Embodiments of the invention are        optimized for “always connected” 2-way and multi-way        communication. This optimization is derived from the interface        design, audio mixing flexibility, and the use of silence        suppression technology. For the purposes of this specification,        2-way communications means a duplex communication.    -   3. Existing communication services are not unified (e.g. Text        messaging services, Push To Talk, 2-way communication, group        conferencing, video calling, file sharing, etc.). Embodiments of        the invention combine these services into a single platform in        order to simplify communications and unify contact networks on a        single platform (e.g. When texting with a friend, there is no        need to open another app to send a file, share music, or speak.        This is especially important because this friend may not have        the other app necessary).    -   4. People need to interrupt the audio from their other        applications in order to connect. This may include taking        headphones off, turning volume down manually, having audio        ducked automatically, or manually pausing playback. While this        is sometimes desirable, it is not always the case. For example,        two friends may be walking to school together and each wishes to        listen to music, but to still be able to communicate. They would        like to leave a voice connection open the entire time, but not        have the audio “ducked”. They may prefer only slight ducking or        no ducking at all; it is a matter of personal preference.        Embodiments of the invention have features to take these        preferences into account. Furthermore, when communicating with        nearby users, embodiments of the invention can establish peer to        peer communications that function in the absence of internet        signals, allowing users to communicate without taking their        headphones off.    -   5. Establishing connections between parties can take time, often        including a need to dial and wait for an answer. Embodiments of        the invention facilitate the use of persistent, silence        suppressed voice connections, allowing for near instantaneous        connection through manual or voice detection driven unmuting.    -   6. In public places: Communications are limited when background        music/noise is loud (as in bars). People are forced to yell or        stand so close that eye contact and non-verbal communication is        lost. When headphones are used in place of loud speakers in        noisy public environments, embodiments of the invention will        provide individual control over voice and music levels thereby        solving communication problems in establishments such as        nightclubs. Patrons could thus communicate with one another        without yelling or needing to be extremely close. Patrons could        also communicate from greater distances, limited only by the        network provided (e.g. line of sight, another room, a different        bar, or another city).

Some of the embodiments of the invention provide a headphones-optimizedcommunications application that allows a user to manage simultaneousvoice and audio streams. This means the user can listen to music, playgames, or watch movies while talking to others on a phone, tablet, orcomputer. These embodiments will include the use of silence suppressiontechnology to minimize data consumption during silence, allowing usersto stay connected for hours while working, playing, running, cleaningthe house, or doing just about anything else.

The embodiments of the invention combine a number of features into asingle, unified communications application aimed at addressing commonproblems in existing electronic communications networks. In some cases,individual novel features solve the problems by themselves. In others,it is a non-obvious combination of features in a single system thatprovides value to the end user through ease of use and/or othersynergies. Below many of these problems are described, as well as howthey are addressed by this novel technology. Some problems areparticular to use cases in the commercial and enterprise domains.

Generally speaking, consumer and enterprise use cases require similarembodiments of this technology, while commercial use cases requireadaptations including purpose-built features to solve problems that areparticular to individual commercial use cases. For this reason,commercial adaptations of the technology have been described in adedicated section under Detailed Description of Embodiments.

The invention may be implemented using the system architecture shown inFIG. 12. As shown by way of example in FIG. 12, a system will normallyinclude a first communication device (Device 1), a second communicationdevice (Device 2), optionally other communication devices, andapplications for executing a set of instructions on the devices. Theinstructions generally come from 3 sources: audio inputs, voice inputs,and control inputs, as described further in Detailed Description ofEmbodiments. In most embodiments, an audio output is necessary, and in anumber of embodiments, other inputs and outputs are possible. In someexemplary embodiments:

-   -   Headsets are used as a Voice Input and Audio Output (i.e. the        microphone on the headset is the input, the headphone speakers        are the output).    -   Device 1 and Device 2 are mobile devices that are connected        through a network permitting voice and data communication. The        devices further act as the Audio Input (i.e. music played from        the device's music library), and Control Inputs (the devices'        touchscreens and buttons), as well as a Display Output (the        screen).    -   The Application is a mobile application embodied as a computer        readable medium executed by the mobile devices.    -   The Application optionally contains code for executing the        mixing and control of Voice Inputs and Audio Inputs through        commands input to the mobile device.    -   The Application optionally contains code for delivering features        that help users to determine the availability of their friends        for communication and collaboration. The application may display        this information as a status or make use of it in other        features.    -   The Application optionally contains code for delivering        “Gamification” features for encouraging communications among        device users who may not already be acquainted, as in a        nightclub or other public space.    -   Other Inputs may include GPS, RFID, Indoor Positioning Systems,        or other positioning system functionality in conjunction with        the same mobile application to enable position based application        features.    -   Other Inputs may also include hardware such as gyros,        accelerometers, NFC, Bluetooth, Wi-Fi, and other device        subsystems.

Accordingly, one aspect of the present invention is a system comprisinga first set of headphones worn by a first user and a first mobile deviceconnected to the first set of headphones and executing an integratedconversation and music management application for selectively listeningto music and conversing with a second user. The system further comprisesa second set of headphones worn by the second user and a second mobiledevice connected to the second set of headphones and executing anintegrated conversation and music management application for listeningto music and for conversing with the first user. Headphones or aheadset, for the purposes of this specification, includes a microphonemounted to the headphones or headset although it will be appreciatedthat the headphones or headset may operate with a separate or standalonemicrophone.

Another aspect of the present invention is a method comprising steps,acts, or operations of connecting a first mobile device to a first setof headphones worn by a first user, executing an integrated conversationand music management application on the first mobile device forselectively listening to music and conversing with a second user;connecting a second mobile device to a second set of headphones worn bythe second user; and executing an integrated conversation and musicmanagement application on the second mobile device for listening tomusic and for conversing with the first user.

Yet another aspect of the present invention is a mobile devicecomprising a memory for storing an integrated conversation and musicmanagement application selectively listening to music and conversingwith one of a plurality of other users. The mobile device furtherincludes a processor operatively coupled to the memory for executing theintegrated conversation and music management application to cause adisplays screen to display a management screen for managing music andconversations with the other users.

Yet a further aspect of the present invention is a computer-readablemedium comprising instructions in code which are stored in a memory of amobile device and executable by a processor of the mobile device tocause the mobile device to execute an integrated conversation and musicmanagement application for selectively listening to music and conversingwith one of a plurality of other users and to cause the mobile device todisplay a management screen for managing music (or other audio contentsuch as TV, news, etc.) and conversations with the other users.

Yet a further aspect of the present invention is a method of downloadingan application to a mobile device, the method comprising determining acurrent location of the mobile device; detecting that the currentlocation of the mobile device matches a location of a bar; anddownloading a bar-specific application to the mobile device, theapplication containing a bar map and an interface for buying drinks forother users.

Yet a further aspect of the present invention is a method of interactingwith mobile device users in a bar, the method comprising sending a gamerequest to another mobile device user; receiving a game requestacceptance from the other mobile device user; wherein the game promotesinteractions between users by requiring that one user communicate withanother user in order to play the game.

Another aspect of the present invention is a computer-readable mediumcomprising instructions in code which are stored in a memory of a mobiledevice and executable by a processor of the mobile device to cause themobile device to execute an integrated conversation and music managementapplication for selectively listening to music and conversing with oneof a plurality of other users and to cause the mobile device to displaya management screen for managing music (or other audio content) andconversations with the other users.

Another aspect of the present invention provides an ability to handlecalls and/or incoming voice messages according to specific settingsassigned to a friend (caller).

This provides a system for friend-specific permissions that enablessound signals to be handled according to the user's preferences. Forexample, a broadcast message can go either directly to the ear (i.e.speaker or earphone) or to an inbox, depending on who sends it, anddepending on the user's availability status. Duplex calls can also beinitiated without the need to accept first, but this permission can bespecific to certain friends.

The present invention also provides a novel mobile interface thatpresents (on a single UI) multiple user-selectable modes ofcommunication for each friend or contact. The UI optionally alsopresents the status of how outgoing messages will be handled by thereceiving friend.

This invention may thus be used in digital voice communication, e.g.VoIP calls, between one device and another, and especially betweenmobile devices. Music content may also be managed in response to userinput to control the relative volume of the music as compared with thevoice call.

Another aspect of the present invention is a computer-readable mediumcomprising instructions in code which are stored in a memory of a mobiledevice and executable by a processor of the mobile device to cause themobile device to display a first user interface element for controllinga volume of music, display a second user interface element forcontrolling a volume of a voice communication, in response to user inputreceived via the first user interface element, adjust the volume of themusic and in response to user input received via the second userinterface element, adjust the volume of the voice communication.

Another aspect of the present invention is a computer-readable mediumcomprising instructions in code which are stored in a memory of a mobiledevice and executable by a processor of the mobile device to cause themobile device to display a user interface element that adjusts arelative volume of music compared to a volume of a voice communication;and in response to user input received via the user interface element,adjust the relative volume of the music and voice communication.

Another aspect of the present invention is a computer-readable mediumcomprising instructions in code which are stored in a memory of a mobiledevice and executable by a processor of the mobile device to cause themobile device to establish a persistent communication connection withanother communication device; activate silence suppression in order tosubstantially reduce an average bit rate during silence by more than90%; present a user interface element to mute or unmute a voice signalfor the persistent communication; and receive user input via the userinterface element to mute or unmute the voice signal for the persistentcommunication connection.

Another aspect of the present invention is a method of establishing acommunication link between a first headset and a second headset, themethod comprising detecting a proximity of the first and secondheadsets; and automatically establishing the communication link betweenthe first and second headsets in response to detecting the proximity ofthe first and second headsets.

Another aspect of the present invention is a method of establishing acommunication link between a first headset and a second headset, themethod comprising determining a first line of sight using aposition-determining subsystem and a gyro in the first headset;determining a second line of sight using a position-determiningsubsystem and a gyro in the second headset; automatically establishingthe communication link between the first and second headsets in responseto detecting that the first and second line of sights point toward eachother for more than a preset amount of time.

Another aspect of the invention is a computer-readable medium comprisinginstructions in code which are stored in a memory of a mobile device andexecutable by a processor of the mobile device to cause the mobiledevice to display a visual layout providing user interface elementsenabling users to add, arrange, and delete groups of friends andcommunications channels from the visual layout, wherein the visuallayout presents different types of communications channels includingpersistent, dynamic, and proximal.

Another aspect of the invention is a system comprising a first set ofheadphones worn by a first user wherein the first set of headphonescomprises either an FM receiver or a Wi-Fi receiver for receivingbroadcast music; a second set of headphones worn by a second userwherein the second set of headphones comprises either an FM receiver ora Wi-Fi receiver for receiving broadcast music; communications hardwareenabling duplex voice communication through the headphones; and a musictransmitter to broadcast the music to the headphones.

Another aspect of the invention is a method of interacting with mobiledevice users in a public establishment, the method comprising:determining that the mobile device users are located at the publicestablishment; sending a game request to another mobile device user;receiving a game request acceptance from the other mobile device user;wherein the game promotes interactions between users by requiring thatone user communicate by either text or voice with another user in orderto play the game.

Another aspect of the invention is a method of interacting with mobiledevice users connected to a private network, the method comprising:determining that the mobile device users are connected to privatenetwork; sending a game request to another mobile device user; receivinga game request acceptance from the other mobile device user; wherein thegame promotes interactions between users by requiring that one usercommunicate by either text or voice with another user in order to playthe game.

The summary is intended to present only the most significant inventiveaspects that are now apparent to the inventor and is not intended to bean exhaustive or limiting recitation of all inventive aspects. Otherinventive aspects of the disclosure may become apparent to those ofordinary skill in the art.

BRIEF DESCRIPTION OF THE DRAWINGS

Further features and advantages of the present invention will becomeapparent from the following detailed description, taken in combinationwith the appended drawings, in which:

FIGS. 1a through 8c depict a graphical user interface (GUI) for oneembodiment of a mobile application.

FIGS. 1a through 1j depict the “Assistant” feature.

FIGS. 2a through 2h depict the “Connect” feature.

FIGS. 3a through 3e depict the “Friends” feature.

FIGS. 4a through 4e depict the “Media Player” feature.

FIGS. 5a through 5d depict the “My Settings” feature.

FIG. 6a depicts a map for a bar.

FIG. 7a illustrates a set of audio settings that would encourage use ofpersistently running, silenced voice connections in a number of usecases, especially when used simultaneously with other audio containingapps.

FIG. 7b depicts the container for the Audio Store that was shown in FIG.1 i.

FIG. 7c depicts the container for the Friend Availability component ofthe planner that was described in FIGS. 1d, 1e , and 1 f.

FIG. 7d depicts the container for the bar map illustrated in FIG. 6 a.

FIG. 7e illustrates that multi-level commercial establishments cancontain multiple layout maps, linked through user interface buttons asillustrated in FIG. 6 a.

FIG. 7f illustrates the incorporation of user selectable communicationsettings that facilitate flexible communication modes, therebyfacilitating many novel use cases for a single communications app.

FIG. 7g illustrates the container for the Inbox message historydescribed in FIG. 1 j.

FIG. 7h depicts the container for the Set Availability component of thePlanner illustrated in FIG. 1 d.

FIG. 7i depicts the container for the Public Group feature illustratedin FIG. 2 h.

FIG. 7j depicts the containers for the suggestions features shown inFIGS. 1g and 1 h.

FIG. 7k depicts the container for the Virtual Room feature shown in FIG.2 e.

FIG. 7l depicts a scrollable container with flexible communicationchannels.

FIG. 8a depicts an embodiment of the menu bar in both a normal and anexpanded state.

FIG. 8b depicts an embodiment of the shortcut bar in both a normal andan expanded state.

FIG. 8c depicts an embodiment of “Offline Mode”.

FIG. 9a illustrates an embodiment of the invention including a possiblerelationship between a device, operating system, and a softwareapplication serving as the software component of the invention.

FIG. 9b illustrates an embodiment of the invention in which anapplication server is local, as in a commercial establishment.

FIG. 9c illustrates an embodiment of the invention in which headsets areable to communicate directly.

FIG. 9d illustrates an embodiment of the invention in which user devicescommunicate with one another in the absence of a router or any externalequipment.

FIG. 9e depicts an embodiment of the system in which wireless accesspoints are used to transmit different data separately to the controldevices and the headsets.

FIG. 9f illustrates an embodiment of the invention in which the controldevices communicate with headsets (or other hardware devices) to reachthe access point.

FIG. 10a illustrates a conversation management screen in whichconversations have already been established with several other users ina public establishment.

FIG. 10b illustrates a profile page that could be shared with those whohave already established a connection in a public establishment.

FIG. 10c illustrates a simple bar map, analogous to that alreadydescribed in FIG. 6 a.

FIG. 10d depicts a games platform in which the event host might send achallenge to participants.

FIG. 10e depicts an address book that would be designed for keepingtrack of contacts met in a public establishment.

FIG. 10f depicts a sound level management interface for use at a sportsbar.

FIG. 11 illustrates a simple embodiment of the invention.

FIG. 12 illustrates a system schematic

DETAILED DESCRIPTION OF EMBODIMENTS

In general, aspects of the present invention provide the followinginnovative features:

-   -   UI designed for Persistent Connections: a novel UI design        enables simple muting and unmuting of persistent connections;        this obviates the need to dial, let the phone ring, and to wait        for session initiation or call connection. The interface is        specifically designed to take advantage of silence suppression        and audio mixing capabilities to encourage people to leave        connections open in the background—something that is not        feasible by running software like Skype in the background, for        example. In other words, the UI presents a user interface        element to mute and unmute a conversation or a persistent        connection with another communication device. In one embodiment,        multiple persistent connections may be managed by the computer        readable medium. In such a case, the UI presents a mute and        unmute button or user interface element for each conversation or        persistent connection. In one specific embodiment, the unmute        capability may be disabled when there is at least one other        unmute button activated for another conversation.    -   Media mode: the interface uses the friends' music as a status        indicator (e.g. is it playing, paused), providing more insight        than existing statuses like “Online” or “Active 10 minutes ago”.        The mode is optional, both for privacy and battery conservation        reasons.    -   Virtual Room: The persistent connections may be expanded or        adapted to provide virtual rooms purpose-designed for        enterprise/education/productivity, or for mobile applications or        collaboration. A virtual room would facilitate group        communications by providing the group and individual        communication functionality as described above and in FIG. 7 k.    -   Connect Screen: A connect screen consolidates a combination of        the above features on a single screen for user convenience. The        connect screen includes relevant information and options all in        one place (normally multiple applications or multiple screens        would be required). One aspect is the adjacent pairing of PTT        and Duplex mode. Another aspect is the inclusion of indicator        lights, showing whether PTT will go to Inbox or direct, and        whether Duplex will be direct (e.g. unmuting a persistent        connection) or require a traditional “phone call” dial and        answer method.    -   Planner: There are four aspects to the novel planner concept.        Aspect 1 is by including a planner with a communications app.        More conversations, both spontaneous and planned, are encouraged        by unifying the planner's elements with a communications app,        especially a VoIP based communications app. The ability to        schedule calls and alert users when their friend's        availability/status changes shed some insight on the synergies        between planning and communication. Aspect 2 is the group search        function that automatically recognizes when there are multiple        people available. Aspect 3 is an “Availability For” and        “Availability To”—differentiated by friend/circle and purpose.        (See planner drawings) Aspect 4 is used in conjunction with a        planner widget, readily available when thinking about calling        someone (see FIG. 2b .)    -   Combination of planner with suggestions and communication: group        communication is central to organizing outings and planning        events. Existing events-planning websites and other suggestions        lack the voice communication and planning mechanisms which wrap        the entire process together and make it easier for people to        initiate and follow through with group planning.    -   Live Streaming Method: Live streaming as a method of expanding        the audience for live events by enabling real-time        communications during the broadcast. Live streaming is not a new        concept, but the concept of enabling friends to communicate via        voice/video in real time is. The communication aspect of live        event streaming is critical to encouraging people to pay for        live broadcasts because consumption of many types of media is        more enjoyable with friends. Live streaming communications        creates the impression of “doing things together”. This method        encourages much larger audiences than would otherwise be reached        through existing online streaming channels.    -   Relative Volume Slider(s): the slider is a user interface        element that is responsive to user input to mix VoIP and        background music using simple user control. See FIG. 8b . In a        first embodiment, the UI presents a single relative slider as        one example of the user interface element. The second embodiment        provides the “ducked volume control” which allows the user to        visually set the difference between normal background audio        level and the ducked level which is activated whenever voice (or        another audio source) is detected.    -   Auto Ducker: this provides a novel technique to mix VoIP and        background music. This may be combined with Voice Activity        Detection which is an improvement over existing ducking which        utilizes the push of a button (e.g. Duck when push to talk, or        when push button to establish call). A further refinement would        include the ability to duck a specific frequency range,        generally the voice frequency range.    -   Adjustable Speech Recognition Setting: would be used to improve        voice detection and work in conjunction with the auto ducker. It        would also be used to improve noise cancellation in noisy        environments.    -   Media cancellation: Because existing noise-cancellation        mechanisms assume noise is ambient and unpredictable, prediction        and cancellation can be improved by considering the source of        the noise, which is often the same as the device that can cancel        it (e.g. a phone playing music that comes through a car's        speakers with which the phone is paired or connected). In one        sense, media cancellation would be similar to echo cancellation,        in the sense that a known signal is subtracted at a point where        it is not desired, such as a microphone. The architecture of the        code required to determine the signal to cancel, however, would        be particular to the embodiment of the system comprising audio        signals from media and voice signals together.    -   Voice & Audio Clip: Traditional audio clips are one of two        things: a clip inserted from an existing audio file, or a        recording of the microphone. Embodiments of the invention are        designed to enable the simultaneous recording of background        streams with voice over as detected through the microphone, in        real time, splitting the audio streams into two pieces but        recording them simultaneously and having an option to process        each individually before superimposing into a single signal.

Other methods or implementations of this technology may include:

-   -   Method for initiating voice communication through headset: Phone        contact    -   Method for initiating voice communication through headset: NFC    -   Method for initiating voice communication through headset:        Proximity (GPS/IPS—sensors could be on headset, on phone, or        separate hardware)    -   Method for initiating voice communication through headset: Line        of sight: Gyro based    -   Method for initiating voice based communication through headset:        magnetometer (or compass)    -   Method for initiating communication through headset: augmented        reality (see description above)    -   Method for initiating sound overlay: Gyro based line of sight        (see silent disco use case description above)    -   Method for establishing a 2-way call connection: first looking        at receiving party's settings and then deciding whether the        operation is an “unmute” or “session initiate” procedure.    -   Method for establishing a PTT connection: first looking at the        receiving party's settings and then deciding whether the        operation is an “unmute 1 way communication” or “record voice        audio clip” procedure.    -   Automatically detect and manage voice settings as shown by way        of example in FIG. 7 a.    -   Method for initiating and controlling Voice Commands, and        shutting off listening during 2-way conversation until        predetermined time (e.g. 5 seconds) of silence is detected. This        provides a method of controlling voice navigation during        ‘voice-based communication’, as opposed to other voice        navigation programs where the user would not otherwise need to        speak.    -   Method for combining voice and music in the silent disco headset        hardware—e.g. soldering or connecting the communication hardware        directly to the speaker, such that an FM transmitted signal is        one lead and communication hardware is a second lead.    -   Method that connects the calendar to “auto-accept incoming calls        and PTT messages” . . . e.g. If the user sets a recurring        “Available To” for friends and family, then the user can select        an option to change the auto-accept settings for those friends,        during those times.

Various embodiments of these aspects of the invention are describedbelow with reference to the drawings. These various embodiments may beimplemented as part of different system architectures. It will also beappreciated that the voice and data connections shown in theseembodiments may be wired or wireless.

FIGS. 1a through 8c depict a graphical user interface (GUI) for a mobileapplication embodied as a non-transitory, tangible or fixedcomputer-readable medium in accordance with one embodiment of thepresent invention. This embodiment is exemplary only, and could beeasily adapted to a desktop or web application, or another mobileapplication designed for different screen sizes and gestures.Furthermore, the GUI design and layout of buttons, graphics, and text,are only one of many possible software embodiments that derive theirutility from the same underlying concepts. The figures are groupedaccording to the GUI design of this mobile application, where each groupof figures corresponds with a “section” of the app that contains similarfunctionality. An important aspect of the invention is that each ofthese sections are interconnected so that they function seamlesslytogether and input from one section can provide additional utility inanother. Furthermore, the functionality in each section is driven by adatabase that is common to all sections. Communications applications areessentially network goods by nature (i.e. more friends=more utility),and many of the features depicted in each section are also networkgoods. But the unified communications system is not only a network goodin the sense that a larger user base provides more utility. It is also anetwork good in the sense that combining certain features in a uniqueway provides more utility through synergies between the features. Forexample, a planning application will derive far more utility when it istied to the same user base as a texting and calling application, sinceplanning involves communication. When the planning app has a separateuser base, friends using the planning app may have to resort to multiplemodes of communication, depending on what communications app each friendhas available. Another example of the synergies obtained through aunique combination of features is exemplified by the mixing of VoIPbased communications (the “Connect” section represented in FIGS. 2athrough 2h ) with music (one function of the “Media Player” sectionrepresented in FIGS. 4a through 4d ). Containing these two seeminglydisparate functions within one application, establishing quick linksbetween them, and providing audio settings for their use togetherincreases the likelihood that users will be willing to run persistentVoIP communications in the background while listening to music, and touse other music based features such as sharing music (i.e. because userscan continually see what their friends are listening to when they areconsidering communicating with them, as shown in FIG. 2a ). Tyingrelated features together provides simplicity and efficiencies inplanning, communication, and other social functions that result in anincreased probability and frequency of users engaging with thesefunctions. In FIGS. 1a through 6a , the sections of the application areprimarily linked together through a menu bar (1003) and a shortcut bar(1002), which are further described in FIGS. 8a and 8b . While manyconfigurations of the menu and shortcut bars are possible, the point isonly to illustrate that the GUI can be specifically designed to increasethe likelihood that the features will be used together by making it easyfor the user to link between them and realize the utility of using themtogether. Within each “section”, navigation is achieved by clicking the“Forward Screen Toggle” (1004) and “Backward Screen Toggle” (1033) asshown in FIG. 1c . This could also be done by swiping left/right ontouch screens, or any of several other methods. The layout andnavigation methodology depicted in FIGS. 1a through 8c is onlyexemplary. FIGS. 7a through 7l do not depict a separate “section” of theapp. Rather, they are “containers” that are already represented in otherfigures, but cannot be shown all at once in the context of a mobileapplication due to mobile device screen size limitations. Generally onlya part of these containers will be represented at once on a mobiledevice's screen, and the user can scroll through the entire container.Each group of figures is described in more detail below.

FIGS. 1a through 1i are part of the “Assistant” section. The Assistantsection is designed to help users decide when to communicate with oneanother. FIG. 1a depicts a News Feed, as indicated in the Title Bar(1001), which helps for spontaneous communication and informationsharing as in traditional text based social networks. The informationshared, however, will be communication focused, and in particular relateto sharing friends' availability for voice based communication as shownin element 1006. Element 1007 shows that users will be able to manuallyshare their availability as entered in the Planner (FIG. 1d ). Element1008 shows that some news feed items may be particular to encouragingmusic sharing. Simple shortcuts can also be provided directly in thenews feed to encourage voice communication (1005). In the embodimentdepicted in FIGS. 1a through 8c , element 1005 would be used to add afriend to the “Connect” screen (FIG. 2a ), where most communicationstake place. The shortcut bar (1002) and menu bar (1003) referenced inFIG. 1a can be accessed from all screens, and are described further inFIGS. 8a and 8b . FIG. 1b shows the New Feed with the menu bar in anexpanded state (1010), which can be easily collapsed (1009). FIG. 1cdepicts an inbox, which is essentially an interface for accessing andmanaging current and historical communications. Element 1034 is a pageindicator that helps the user to keep track of the UI architecture, andis used in conjunction with the “Forward Screen Toggle” (1004) and“Backward Screen Toggle” (1033). Because multiple connections can berunning in the background, the inbox provides a quick reference formanaging current connections (1011) and can be easily accessed through alink in the shortcut bar (8001). Past communications can also bereferenced in a list. Each list item (1012) can be clicked to access ahistory of communication with that entity (i.e. person or group). Doingso would access a screen similar to that shown in FIG. 1j . A history ofrecorded audio messages (1025), text based messages (1026), and callhistory (1027) would be displayed. The ability to continue communicatingat present is also depicted with a PTT button (1029), a 2-way button(1030), a text button (1031), and a sharing button (1032). A statusindicator also provides information relevant to deciding whether it is agood time to establish communication (1035). The inbox can be accessedby clicking element 1028. FIGS. 1d, 1e, and 1f depict a planner that isdesigned to help automate communication plans. The planner has a menubar that is split into 3 categories: “Set Availability”, “My Calendar”,“Friend Availability”. In FIG. 1d , the “Set Availability” tab isactive. Clicking on My Calendar (1015) will toggle a calendar view shownin FIG. 1e , and clicking on Friend Availability (1013) will toggle theview shown in FIG. 1f . Users can plan to automatically update theirstatus and availability for chosen periods of time by clicking on the“Add Planned Status” button (1016). This will add an item to thecontainer (1014) with further options. FIG. 7h depicts these options andthe container in more detail. FIG. 1e is intended to provide a graphicalrepresentation (1018) of the status items added on the Set Availabilitytab. It is also intended that the graphical widget (1018) could beintegrated with external calendars (1017). FIG. 1f shows that users willbe able to search for friends' availability manually. The search can beon an individual (1019) or group (1020) basis. These search features aredepicted in more detail in FIG. 7c . FIG. 1g depicts a suggestionscomponent within the Assistant section. The suggestions are generallydesigned to help users consider things to do together with friends. Thistype of planning requires communication, and is often dependent onfriends' availability, hence suggestions are a natural extension to themobile application's other planning and communication features. They arecategorized into “At Home” and “Elsewhere” to distinguish the nature ofactivity: “At Home” items normally involve consuming media togetherthrough the application, and therefore make use of the audio mixingfeatures and settings of the application. These suggestions willgenerally be enjoyed using the Media Player, which is further describedin FIGS. 4a through 4d . “Elsewhere” suggestions do not require use ofthe Media Player, but allow users to review suggestions together whilethey are connected in a voice conversation, facilitating efficientplanning, especially when used in conjunction with the planner featuresdepicted in FIGS. 1d, 1e, and 1f . Clicking on individual suggestionswill provide further details. As an example, clicking on element (7010)will result in the device's screen displaying further options depictedin the container (1022) shown on FIG. 1h . Suggestions are described inadditional detail in FIG. 7j . FIG. 1i depicts an online Audio Store.The mobile application in this embodiment contains many audio relatedprovisions and would likely appeal to music lovers. The applicationcould be utilized with and even improved through use with other hardwareand software. The Audio Store is designed to advertise these hardwareand software companions through Daily and Weekly featured items (1023)that provide a description of how the featured item can interact withthe mobile application. The Audio Store is described in more detail inFIG. 7 b.

FIGS. 2a through 2h are part of the “Connect” section. The Connectsection is where the majority of communications are controlled. FIG. 2adepicts controls for communications with individuals. When the useranticipates connecting with a friend, he/she will add the friend to theconnect screen through the “Connect Others” button (2007), or throughother provisions in the application. Two columns of buttons can be seenin FIG. 2a , with one set of buttons activating Walkie Talkie/PTT mode(2002) and the other set activating 2-way mode (2003). The PTTindicators (2005) show either “Direct” or “Inbox” values. Duplexindicators (2004) show either “Call” or “Direct”. Additional specificsregarding these indicators is provided elsewhere in this document.Status Lights (2006) indicate whether the friend is currently online(green) or offline (red). When the friend has Media Mode enabled,details of his or her music can be shared through the media modeindicator (2001). Providing this information in the context of the“Connect” section not only facilitates simple music sharing, but alsoprovides insight into friends' statuses and availability (e.g. the userlikely has headphones on and might be immediately ready forcommunication). Clicking the more button (2008) gives access to moreoptions such as sharing text, photos/video, music sharing features, andfriend settings. The Planner Widget (2009) works in conjunction with ThePlanner depicted in FIGS. 1d, 1e, and 1f . It is a quick visualrepresentation of that friend's availability, and enables simplescheduling and notifications to be set based on the friend'savailability. Three categories have been considered, but more arepossible: Green=Available; Red=Busy; Gray=Unscheduled. An individualvolume adjustment is provided to manage differences in friends'hardware. FIG. 2c depicts controls for communications with groups, andis similar to FIG. 2a . Small differences would include the need tochange the media mode indicator to reflect information applicable to thegroup, such as the number of group members and the number currentlyonline (2011). The 2-way mode indicator would also be modified toinclude information relevant to the group such as the number of peoplecurrently connected in a voice channel (2012). The more button (2008)would yield additional options relevant to group communications, andwould be similar in appearance and function to FIG. 2b with groupspecific modifications including individual member volume control and agroup availability display. Whereas the embodiment depicted in FIG. 2cis relatively simple, FIG. 2d illustrates that group communications canbe made flexible through a downloadable plugin. One embodiment of thisplugin is illustrated in FIG. 7l which depicts a scrollable containerwith flexible communication channels. FIG. 2e depicts a Virtual Roomwhich allows users to create and communicate with groups using a visualinterface that simplifies switching between modes of communication.Zooming in and out of the visual interface would be enabled throughpinching and a zoom bar (2014), while scrolling would use standard touchscreen gestures. Quick functions could be made easily accessible on acontrol bar (2017). The Raise Hand (2013) button would requestpermission to speak from the group moderator. The Speak Out (2015)button would enable participants to speak at any point withoutrequesting permission, assuming the moderator had enabled appropriatesettings. The show/hide video button (2016) would access standard videochat functionality. FIG. 2f illustrates the concept of Public Groups,which are essentially voice based public chat rooms. Rooms could beorganized into “Buildings” (2018) sharing a similar theme. Clicking on abutton for one of the buildings (2019) would provide access to a list ofrooms within that building. FIG. 2g provides an example for the “StockMarket Building”. Clicking one level further (2020) would enter a chatroom, as depicted in FIG. 2h . Similar to the Virtual Rooms, PublicGroups would have a zoomable (2014), scrollable interface. A key aspectof public chat rooms would be the ability to vote on comments made byusers (2021). The voting mechanism would earn users ratings, and theseratings could be used to automatically screen or filter users. FIG. 7iprovides additional details on the potential layout of a voice-basedchat room.

FIGS. 3a through 3e are part of the “Friends” section. The Friendssection is a comprehensive contacts list. FIG. 3a depicts a listincluding all known contacts. Integration with 3rd party applicationswould help to consolidate contacts within this list. The list indicateswhat information is known for each contact, including associated 3rdparty applications (3002), by highlighting known data and associationsin a different color. Contacts for which location information is knowncan be displayed on a map (3001) as illustrated in FIG. 3e . Additionalnotes are also shown for each contact (3003), and can be entered byclicking the “Edit Contact” button (3005). Clicking the “Connect” button(3004) adds the user to the Individual Connect screen shown in FIG. 2a .FIG. 3b illustrates a contact list specific to other application users.Additional information and communication options are available betweenapplication users, including the current status of other applicationusers (3006) which can help users decide whether to add the friend tothe Connect screen (3010) in FIG. 2a . Adding friends to the connectscreen would result in additional communication between the users inorder to continue updating status items (including Media Mode) in realtime, hence it may not make sense to connect a large number of friendsto the Connect screen at any given time. When users are “Offline”, the“Push Notify” button (3009) provides a mechanism for alerting the userthat someone wishes to contact them. Different mechanisms are possibledepending on the operating system for the devices being used, but anexample might be a notification that becomes visible when the device“wakes up”. Alternatively, it may be an alert with a sound. Element 3007provides a link to the communication history with that user, asdescribed in FIGS. 1c and 1j . The profile button (3008) would access auser profile containing user-specific data and preferences. The friendcategorization list (3011) is used to apply categories to each contact.It is used in conjunction with the Planner and other settings to easilyapply preferences and searches to specific groups of contacts. FIG. 3cdepicts a friends list specific to Facebook, assuming integration is notdisallowed. This embodiment allows users to leave voice messages (3013)or mixed voice and audio clips (3012) on their friends' timelines or inmessages. The mixed voice and audio clip records from the user'smicrophone and background audio simultaneously, ultimately producing aVoice-Over clip in real time. FIG. 3d depicts options for findingfriends on other networks. The Public Chat button (3014) would open thePublic Groups feature described in FIGS. 2f through 2h . FIG. 3e is aplaceholder illustrating a concept in which a map could be utilized toillustrate the location of contacts. There are existing 3rd partyservices that do this already, and the application might tie into theseservices.

FIGS. 4a through 4e are part of the “Media Player” section. The MediaPlayer section plays audio and video streams from a variety of potentialsources. FIG. 4a depicts a media player with typical controls (4003) andsocial features (4002). The Video Source button (4001) can be accessedto provide several options for the media display (4004). Some optionsare depicted in FIG. 4e . Selecting the Media Player button (4005) woulddisplay media dependent on a music source (e.g. a graphic that isconsistent with the artist and song being played). The My Camera button(4006) would display a video chat feature native to the application.Video chat could also be connected via 3rd party services such as FaceTime or Google Hangout. Whether or not to use audio from these servicescould be optional (4007), such that audio services native to theapplication could be used instead, where desired. This might be desiredwhere silence suppression and voice detection services are desired. FIG.4b depicts a music library that can be sorted according to song, artist,or playlist, drawing from music saved locally on the device. FIG. 4cshows that the application is designed to connect to third party musicstreaming services where permitted. FIG. 4d illustrates that variousmusic and media sharing options may be provided in the application.

FIGS. 5a through 5d are part of the “My Settings” section. The MySettings section groups a number of settings categories into onesection. FIG. 5a depicts a General Settings screen which is furtherdescribed in FIG. 7f . FIG. 5b depicts an Audio Settings screen which isfurther described in FIG. 7a . FIG. 5c illustrates that privacy settingsmay be made available to manage sharing of information. FIG. 5dillustrates that Voice Navigation provisions may be made. Users will beable to add voice commands for common functions such as connectingfriends to the Connect screen, initiating and responding to voicemessages and 2-way communication, managing music and external calls, andother functions.

FIG. 6a depicts a map for a bar or other commercial establishment. Themap may be scrollable in all directions. FIG. 7d depicts the completelower level map, while FIG. 7e depicts the upper level. Toggling betweenthe upper and lower levels could be achieved using a button overlayingthe map (6003), while zooming in and out would be enabled throughpinching and a zoom bar (6002). Depending on the commercialestablishment, different plugins might be available to provide userswith a more interactive experience. In the context of a bar, forexample, options to join a game, order drinks, or other options could bemade available (6001). Commercial implementations of the invention couldbe stand-alone, or integrated into software that is designed for manyuse cases outside of the commercial establishment. Linking thecommercial features to the generic application could be through the mainmenu bar as shown in FIG. 6a (6004), as shown in FIG. 8a (8005), oranother way.

FIG. 7a illustrates a set of audio settings that would encourage use ofpersistently running, silenced voice connections in a number of usecases, especially when used simultaneously with other audio containingapps. Users would be able to control when audio is ducked (7027) and byhow much (7012). For example, during phone calls to/from external lines,it might be desirable to fully duck a call (7013). Depending on thelevel of integration with 3rd party VoIP services, it might be possibleto control this same setting for calls made with the 3rd party VoIP app(7014). Control over audio is not necessarily restricted to calling, itcould also be for external notifications (7015), among other things. Itis likely that for many use cases, the user would prefer not to duckmusic as much during voice conversation, such as when running withfriends, for example. Audio ducking preferences could be adjustedindependently for different event communication types including walkietalkie mode (7016), during entire 2-way calls (7017), only when voice isdetected in 2-way calls (7018), and for notifications from within theapplication (7019). Depending on the level of integration with 3rd partyapplications, it would also be possible to amplify or reduce theamplitude of 3rd party audio signals when they are runningsimultaneously with the application. For example, it may be that thedefault level of music and voice work very when listening to musicthrough one music application, but not with another. FIG. 7a depictssettings that enable the user to manually adjust amplification levelsfor commonly used media applications such as iTunes (7020), Spotify(7021), and YouTube (7022), as well as other sounds includingnotifications within the app (7023) and outside of the app (7024), andan adjustment for all other sounds (7025). It could also be that theuser wishes to detect human speech in other applications, and amplifyonly the speech component of these applications. For example, whilestudying or working and listening to music, the user may wish to watchan instructional video and have the voice of the speaker automaticallyamplified to a level where it is audible over top of the music, withoutneeding to manually adjust volume levels. Settings for this could beprovided as illustrated in element (7026).

FIG. 7b depicts the container for the Audio Store that was shown in FIG.1i . Some hardware that could be used in conjunction with theapplication to facilitate novel use cases include headphones, speakers,musicians' gear, audio accessories, and silent disco gear. Clicking theheadphones button (7029), for example, would provide a list ofheadphones and special features that are able to make use of softwarefeatures within the application. For example, buttons on headphonescould be used as shortcuts to certain functionality within theapplication. Likewise, certain noise cancellation features may make anumber of use cases more viable, especially where noise cancellationfeatures are built into the microphones on the headphones. Buttons onspeakers (7030) could also be used in a similar way, and in conjunctionwith the “Media Cancellation” feature described earlier, would enableinteresting use cases of the application inside the home, a car, orother places in which loudspeakers might be used. Users might also beencouraged to purchase (or rent) silent disco gear (7033) to facilitateunique house parties. Integration with 3rd party software could alsoenhance user experience, and users could be made aware of compatiblesoftware through the Audio Store. Music streaming apps (7028) thatprovide Application Programming Interfaces (APIs) or SoftwareDevelopment Kits (SDKs) could be made compatible; likewise, an SDK orAPIs could be made for 3rd party developers to integrate with thesoftware of this invention at their own will. This would be particularlyuseful for game developers (7032), as the number of games that couldbenefit from real time communication is large. Communications for gamingon fixed systems exists, but this invention would provide a simple meansfor adding communications to mobile games. Partnerships with 3rd partyhardware and software providers might dictate that a certain product befeatured for a limited time, with easy access to purchase the productonline (7031).

FIG. 7c depicts the container for the Friend Availability component ofthe planner that was described in FIGS. 1d, 1e, and 1f . Users cansearch for specific categories of friends (7034) or for specific groupsof friends (7039). When performing a search to see which individuals areavailable, it would be beneficial to know what the friends are“Available For” (7038). For example, friends may be willing to consumemedia together from home, such as a live concert, music, or a movie, butbe unwilling to go out. Users are able to make these preferences knownby setting their own availability as illustrated in FIG. 1d . Users maywish to see who is available to do something now, later, or for aspecific time frame (7035). It may be that for specific activities, suchas a movie, a minimum timeframe is required (7036). The searching partymay also wish to make specific plans now, and restrict his or her searchto friends that are likely to respond immediately (7037). A group search(7039) attempts to make planning of group activities much easier byautomatically searching the calendars of each friend and attempting tomatch periods where some or all of the friends are available. This wouldhelp the user conducting the search to suggest times for gettingtogether with a high likelihood of acceptance. Manually, this is muchmore difficult. From the set of friends selected, a user can setcriteria that a minimum number friends (7040) be available within aspecific timeframe and for a minimum amount of time (7041). A choice to“match unscheduled time” (7042) would determine whether the searchrestricts results to periods where the friends had specifically settheir status to available, or whether it includes periods in which thefriends had not put anything into their calendars.

FIG. 7d depicts the container for the bar map illustrated in FIG. 6a .Common elements would be available to create a layout that easilymatches that of the commercial establishment using the application.These elements might include blocks, stairs, and furniture (7043), forexample. The layout would be drawn in relation to the Indoor PositioningSystem (or GPS) used to facilitate the location tracking of users(7044). FIG. 7e illustrates that multi-level commercial establishmentscan contain multiple layout maps, linked through user interface buttonsas illustrated in FIG. 6 a.

FIG. 7i illustrates the incorporation of user selectable communicationsettings that facilitate flexible communication modes, therebyfacilitating many novel use cases for a single communications app. Forexample, in Walkie-Talkie mode, incoming voice messages may be direct orcould be saved as audio clips and delivered to an Inbox. This settingcould also be made friend specific (7046). Voice message responses couldbe defined by the application as voice responses to incoming voicemessages within a defined timeframe (either hard coded or useradjustable). Treating voice message responses differently from initialmessages provides an ability to easily converse in real time afterinitial contact has been made. Thus, it is likely that users wouldprefer incoming responses to be direct, even if the first incomingmessage is directed to an inbox. Hence, a separate setting could beprovided (7047). 2-way communications are handled differently, and userscan opt to answer incoming call requests automatically or intentionally,and this setting can be different for each friend (7048). For certainfriends, or in public establishments where it is desirable to establishcommunications instantaneously, 2-way connections could be establishedautomatically. At work, on the other hand, the user may wish to requireintentional answering for most colleagues. 2-way calls would also havean option to suppress silence (7048) through Voice Activity Detection.In many cases this would be desirable, but the option to turn it offwould provide flexibility for “comfort noise” and situations in whichthe Voice Activity Detection technology is unable to function correctly.Default settings would simplify use of the application, while helpguides could be used to explain settings for advanced users. Media modefeatures include the choice to publish “what I'm listening to” (7049),which could show up in friends' news feeds and with their status (seeFIG. 2a ) where further music sharing options will be available. Element7050 depicts a setting to “Connect Playlists to Status”. This feature isintended to allow playlists with certain “moods” to be matched tostatuses that match those moods. For example, a user might set arecurring status for “walking to work”, or set his/her status to “at thegym”. Each of these statuses could be linked to a playlist within oroutside of the application. Element 7050 captures this concept, and the“preferences” button would link to further options to set it up. Mediacancellation (7051), described earlier, could be optional because itmight introduce a processing delay until signal processing technologiesimprove. Element 7052 captures a setting to automatically set one'savailability for periods that are not specifically planned by the user.This preference would make the user appear as available to specificcategories of friends (e.g. Friends, Family, Coworkers, etc.) inavailability searches conducted by others, as described in FIG. 7c .Another setting includes the ability to share location (7053) for thepurpose of appearing in location-based searches (e.g. Find peoplenearby). Connecting to 3rd party accounts would also be optional (7054),and generally serves to share information with other social networks.

FIG. 7g illustrates the container for the Inbox message historydescribed in FIG. 1j . A history would include the ability to referencepast communications such as 2-way calls (7055), Walkie Talkie (PTT)messages (7056), Text (7057), Photo sharing (7058), and Video Sharing(7059).

FIG. 7h depicts the container for the Set Availability component of thePlanner illustrated in FIG. 1d . The user is able to enter a status(7060) as well as whether this status is one time, or recurring (7063).A timeframe can be chosen (7061), and the status can also be shared toexternal networks (7062). The user is able to make himself searchable toothers during this period, and can be visible to certain groups offriends (7065) for specific types of activities (7064).

FIG. 7i depicts the container for the Public Group feature illustratedin FIG. 2h . Users will be able to click on individual chat room members(7069) for a list of communication options that would apply to thatindividual. Additionally, users can access communication options for theentire group, such as 2-way (7066), PTT (7067), and text messaging(7068). Separate segments are also envisioned for quick reference toshared files (7070), links (7071), and other history (7073). A memberranking feature (7072) is envisioned to help hide unwanted comments orto block users selectively based on their rankings. These features couldbe used to facilitate voice-based communications among strangers,providing enough control to avoid noise or unwanted communications frommalicious or annoying users.

FIG. 7j depicts the containers for the suggestions features shown inFIGS. 1g and 1h . Suggestions are categorized into activities that canbe done from home (7009) or elsewhere (7008). As described earlier, “AtHome” activities generally involve voice-based collaborating while usingthe application's media player as opposed to activities that are doneoutside of the application. One example is enjoying a streaming liveconcert (7010) together. The audio and video could be streamed (7007)while users remain voice-connected for the entire duration of theconcert. One user might take the initiative to search for an interestinglive concert (7001), filtering options (7002) by date, time, genre,among other things. This user could then invite friends (7003) tocollaborate on what concert to watch, or see who's available (7004) atthe time of the concert. The user might also plan and publish aget-together on external networks (7005), or save it to his/her calendarfor a later time (7006). Another example of collaborating through themedia player might be to tie into existing 3rd party services (7011).Google Hangouts, for example, allow users to view You Tube videos orshare screens with one another, while still allowing Push To Talkfunctionality. Links could be provided to these services to avoidneeding to rebuild this functionality within the application, and wouldalso help to link user bases between this application and 3rd partyapplications.

FIG. 7k depicts the container for the Virtual Room feature shown in FIG.2e . This container may be scrollable from a mobile device in alldirections. Users can create their own groups and arrange them howeverthey like on the screen. Users can access communication options for theentire group, such as 2-way (7066), PTT (7067), and text messaging(7068). They can also click on individual group members for a list ofcommunication options that apply to that individual member.

FIG. 7l depicts a container for an embodiment of the Flexible Groupsfeature identified in FIG. 2d . Different embodiments are possible, butwould generally offer similar communications flexibility that can becontrolled from a user interface. The figure illustrates a visual layoutthat would help users to establish and control different communicationsmodes in a flexible way. This container would be scrollable from amobile device in all directions, and users would be able to add,arrange, and delete groups and channels from the layout. Different typesof communications channels are possible (7075), including persistent,dynamic, and proximal (as described earlier). Each channel could have abuffer with an easily accessible history (7074), as described earlier.Channel and buffer settings (7076) could also be made easily accessible.An “Exclusive Button” (7077) could be used to pause all otherconnections for an exclusive conversation with a particular person orgroup. Dynamic channels could be used to create links (7078) that areaccessible to non-users of the application; links could be madeavailable on websites or via outlets such as Facebook, Twitter, GooglePlus, and others. This way the creator of the channel could easilyinvite others, regardless of whether they are already users of the sameapplication. Users can click arrows (7079) to establish communication ineach direction. Up arrows represent incoming voice (user can hearothers) while down arrows represent outgoing voice (others hear user).Green might represent on, and gray could represent off. Similarly,indicator lights (7080) could be used to indicate whether certainindividuals within the group have their microphones on, and whether theyare listening. For example, the left light could be green to indicatethat a user is listening to other activity on the channel, while redwould indicate that the user is not listening. The right light, whengreen, would indicate that the user's microphone is on. Provision couldbe made to access options for each individual, allowing selective mutingand volume control, for example.

FIG. 8a depicts an embodiment of the menu bar in both a normal and anexpanded state. Clicking the “More” button (8002) activates the expandedstate, from which a number of options are available. The “bar plugins”(8005) section can be accessed, for example. Other options depicted inthe figure include car plugins, other smartwear, games, intelligentheadset, audio device plugins, other plugins, and a search feature. Aprovision for business mode (8003) is also provided, as well as theability to apply business mode settings (8004). Business mode is furtherdescribed elsewhere in this document. Clicking the “Hide” button (8006)will collapse the menu bar to its normal state. The menu bar and a briefoverview of how it links each section is described above underRelationship of FIGS. 1a through 8 c.

FIG. 8b depicts an embodiment of the shortcut bar in both a normal andan expanded state. Clicking the “More” button (8009) activates theexpanded state, while clicking it a second time will collapse back tothe normal level. Element 8007 can be used to hide the shortcut barentirely. The relative volume slider (8008) can be used to adjust therelative level of voice vs. overall background audio (e.g. average levelof music, games, videos, etc.). An alternative relative volume slider isdepicted separately (8013). The voice and media volumes bars areseparate, but side by side and background processing will ensure thatthe relative loudness is proportional. The alternative relative volumeslider is shown in a state where the voice volume (8014) is slightlylouder than the media volume (8011). It is also shown in a state wherethe “auto-ducking” feature is used, such that background audio will beducked below its normal level (8010) when voice is detected, creating alarger spread between the voice and media volume during conversation.The expanded state of the shortcut bar shows examples of quick linksthat would provide easy access to commonly used functions, including adialer (8018), a button to pause and fast forward media (8017), contactslist access (8016), camera access (8012) for use with photo/videosharing and augmented reality features, and a “Mute All Voice” button(8015).

FIG. 8c depicts an embodiment of “Offline Mode”. This mode is operablewithout external networking gear or an internet connection, and “OnlineMode” could be toggled with a button as in element 8019. The connectionmode would be either Bluetooth based or another P2P connection, andcould be selected by the user (8022). Bluetooth may use less battery,for example, but have shorter range. The P2P connection may also benecessary in order to operate the application with certain Bluetoothheadsets. Connecting and disconnecting friends within range could bedone through an On/Off button (8023), and friends could be recalled fromstorage (8020) or searched (8025). Additional options such as music andfile sharing could be made available through the more button (8024).

FIG. 9a illustrates an embodiment of the invention including a possiblerelationship between a device, operating system, and a softwareapplication serving as the software component of the invention (“TheApplication”). The Application could integrate with third party VoIP andAudio Apps through an Application Programming Interface (API), SoftwareDevelopment Kit (SDK), or other means. Apps with a lesser degree ofintegration would rely on communication through the operating system,which may have limitations in terms of information that can be sharedbetween The Application and 3rd party apps. These limitations aredepicted through arrows pointing in one direction only, suggesting thatonly one application can communicate fully with the Operating System atany given time. Depending on the limitations of the operating system,The Application may be able to control audio signals from third partyapplications without an intentional integration through API or SDK.Fewer limitations would simplify software architecture, and limitationsare subject to change over time as operating systems evolve, especiallymobile operating systems.

FIG. 9b illustrates an embodiment of the invention in which anapplication server is local, as in a commercial establishment. A POEswitch would control communication among various wireless access pointsthat would serve the user devices via Wi-Fi. Connection to the internetmay or may not be required depending on the features the commercialestablishment administrator wanted to enable. The administrator controlterminal could be used to manage various application features, includinggames and drink purchases, for example.

FIG. 9c illustrates an embodiment of the invention in which headsets areable to communicate directly. The mixing of music and voice could beeffected through hardware in the headsets, and communications may beestablished through proximity or other means. Control devices could beused to manage music, communications, or both, and connection to theheadset could be wireless or wired. It would also be possible to connecta secondary control console, either through the control device ordirectly to the headsets. One use case of this embodiment might bemotorcycle groups, where voice communication is transmitted directlybetween the headsets, which often have longer range than control devicessuch as cell phones. The secondary control console in this case might bethe motorcycle's dashboard console. Bluetooth and other P2Pcommunications enabled headsets might provide many more use cases forthis, or a similar system architecture, based on increased rangecompared with architectures that transmit communications using thecontrol device.

FIG. 9d illustrates an embodiment of the invention in which user devicescommunicate with one another in the absence of a router or any externalequipment. In the client-server example, a host device is able to streamdata such as music to client devices. In the Peer to Peer Example,devices communicate symmetrically with one another, as might bedesirable for small group communications using Bluetooth or anotherwireless protocol. Combinations of architecture are also possible. Forexample, voice communication might use the P2P architecture, while musicsharing and streaming may be achieved using the client-serverarchitecture.

FIG. 9e depicts an embodiment of the system in which wireless accesspoints are used to transmit different data separately to the controldevices and the headsets. A variant of this embodiment would be typicalfor commercial installations using a similar architecture with moredevices. One access point, or set of access points, would communicatewith control devices, such as smart phones. The control devices cancommunicate with both the headsets and the app servers, which indirectlyallows the control devices to communicate with each other. Typically,communication between the control devices and the app server would be inboth directions. The headsets could communicate in two directions withthe app servers, but a more typical embodiment would be one waycommunication from a server (or another source) to the headphones,supplying music or another form of audio. The transmission of audio tothe headsets would typically be FM or Wi-Fi based, but othercommunication modes are possible. Depending on the hardware and softwarebuilt into the headsets, they could also potentially communicatedirectly with one another, as the figure shows. It might be the case,for example, that the headsets determine they are in close proximity andshould thus establish a direct communication link from one headset tothe other. This direct communication link could be Bluetooth based,Wi-Fi based, or any other mode of communication. The direct connectionis not necessary, however, as communication could be established byindirectly (or directly) connecting the control devices to each other,and individually between each control device and headset. In this casevoice communication would travel from one headset's microphone, throughthe switch and into another headset's headphones after passing throughits control device. One benefit of direct communication between theheadsets would be reduced latency, while another benefit would bereduced demand on the control device, and lower power consumption.

FIG. 9f illustrates an embodiment of the invention in which the controldevices communicate with headsets (or other hardware devices) to reachthe access point. This architecture might offer increased range, forexample, compared with using communications hardware that may be morelimited on the control devices. Music and communication signals may bothbe transmitted from headset to headset through the access point and arouter or switch (not shown). The control device would only manage thecommunications in this embodiment, though in others the control devicescould optionally communicate directly with other devices using onboardhardware.

FIGS. 10a through 10f depict a simplified graphical user interface (GUI)for one embodiment of the invention's software component; a mobileapplication designed as a stand-alone application for a bar. In thisembodiment, music and/or television audio (audible media) wouldgenerally be streamed via FM to wireless headsets, and communicationshardware included in the headsets would communicate with the users'mobile phones, enabling users to manage audio and conversation throughthe mobile app installed on their devices. Establishing a conversationin the first place could occur through any of the mechanisms describedelsewhere, including NFC and other proximity events. FIG. 10aillustrates a conversation management screen in which conversations havealready been established with several other users. The On/Off switch(10003) makes it easy to turn these conversations on and off at anytime. When a user wishes to engage in a conversation with more than oneperson at a time, a group conversation would automatically requestpermissions from affected parties. The application would automaticallycreate the connections required, and each group participant's list wouldshow the On/Off switch set to On for all other group participants. The“Autoaccept Conversation Requests” option (10001) dictates whetherincoming connection requests are answered automatically, or whether theymust first be accepted intentionally. A basic profile for each usercould be manually entered at the bar, and details shared with others.Accessing the profile page would be through a user name button (10006)on the Home Screen. This would provide a display as illustrated in FIG.10b . Profile information would be shared with those who have alreadyestablished a connection. A feature to connect profile information toFacebook (10007), or other social networks, might be included, as wellas the option to share additional information (10008) such as phonenumbers, email, etc. Other Options (10009) might be available orrequired for certain use cases. FIG. 10c illustrates a simple bar map,analogous to that already described in FIG. 6a . FIG. 10d depicts agames platform in which the event host might send a challenge toparticipants. FIG. 10e depicts an address book that would be designedfor keeping track of contacts met in a public establishment. FIG. 101depicts a sound level management interface for use at a sports bar.

FIG. 11 illustrates a simple embodiment of the invention. It could beoperable without external networking gear or an internet connection, andcould use Bluetooth, Wi-Fi, or another wireless data communicationprotocol. Connecting and disconnecting friends within range could bedone through the On/Off buttons (11002), and friends could be recalledfrom storage (11007) or searched (11008). Additional options such asmusic and file sharing could be made available through the more button,in addition to basic profile information and other features (11003). Therelative volume slider would be readily available while in aconversation (11001). A mute button and voice command settings couldalso be readily accessed (11004). Basic music control would be availableon the same screen as communication controls (11005), while additionalmusic options and a music library would be also be easily accessible(11006). This embodiment would be especially useful for people who walkor run together, and would like to converse while still listening tomusic. As depicted, a voice connection can contain more than two people,and would generally be limited only by the quality of the devices andcommunications protocol used.

FIG. 12 is a schematic depiction of a system architecture that may beutilized to implement the present invention. A first device iscommunicatively coupled to a second device, and optionally to additionaldevices. The coupling would typically be wireless, but could be wired,or a combination of wired and wireless connections. Each device containsan application with a set of instructions for controlling the variousinputs. Each input could be a stand-alone device or part of the deviceitself, and could be hard coupled or wirelessly coupled. The controlinputs may include keyboards, touchscreens, mice, buttons on headsets,wristbands, glasses, or other wearable devices, motion, location, andother sensors built into a phone, headset, or other device, as well asany other input to deliver a set of instructions to the application. Theaudio inputs may be received from wireless transmission including FM,Wi-Fi, 3G, 4G, Bluetooth, and other means, as well as hard coupleddevices including the user's control device or other devices. Audioinput signals may represent music, game audio, audio from television andmovies, audio from other applications, and other audio sources. VoiceInputs may be received from wireless transmission including Wi-Fi, 3G,4G, Bluetooth, and other means, as well as hard coupled devices. Voiceinputs originate in a microphone that could be located on the controldevice, the output device, or any intermediate device. Other inputs areoptional depending on the embodiment, and might include video signals orinstructions from other applications. The output will generally containan audio component played through headphones, loud speakers, or anotheraudio output device. Display outputs are required for most embodiments,but may be avoided where control inputs can use buttons or otherhardware without the need for a display screen. Display outputs, whenused, may include mobile phone screens, tablet screens, televisions,computer monitors, and other displays.

Other embodiments, variants, features, uses and modes of operation arefurther described below. Whereas the detailed embodiments describedabove are particular to the reference illustrations, the embodiments,variants, features, uses, and modes of operation described below areorganized into functional and use case specific categories to betterillustrate that they can be utilized in different combinations andarchitectures depending on the purpose for using them. For clarity,reference may be made to illustrations, but these illustrations willrepresent only a single embodiment of the particular variant, feature,or mode being described.

Multiple, Unified Commination Modes

Push to Talk (PTT) Mode:

See FIG. 2a . Similar to a walkie talkie, using PTT sends one way voicemessages. It can actually take on two sub-modes, ‘live push to talk’ and‘saved voice clip’. For example, pushing and holding can record a voiceclip, while tapping can initiate ‘live push to talk’. During ‘live pushto talk’, one of two things can happen, depending on the friend'ssettings: 1) the communication will be sent directly to the friend'sheadset (or speakers); 2) the message will automatically record as avoice clip and go to an inbox. Users can change settings to be differentfor each friend to allow direct or indirect access. The PTT indicatorsalert the sending party whether the message will be received directly orgo to an inbox. PTT is an existing technology, and there are severalmethods of establishing connections between parties. To minimize latencyin direct PTT mode, a two way connection could be left running andmuting can be used to give an ‘illusion’ of walkie talkie mode. When allmicrophones are muted, the line is silent, and a minimal number ofpackets are exchanged to keep the connection alive. PTT mode couldfurther comprise a Response Mode in which the application is able todetermine when a user wishes to respond directly to an incoming voicemessage. For example, Response Mode would be activated when a Live PushTo Talk message is received and the user has made a voice responsewithin a prescribed time frame (i.e. Voice Activity Detection wouldlisten for a voice response for 3 seconds, 5 seconds, or a userspecified time). Response Mode could then be used to automaticallyinitiate a duplex channel. Response mode could be activatedintentionally through a specific command, as understood through SpeechRecognition. Alternatively, it could be activated automatically, suchthat the user's first spoken words would be delivered to the recipient.In the event that a persistent connection was already established,Response Mode would simply unmute the Duplex connection and there wouldbe no need to store the response before sending to the recipient.

Duplex Mode:

See FIG. 2a . Duplex mode is simple 2-way communications, where allparties can hear all other parties. This is ultimately equivalent toSkype, or other traditional VoIP communications. It is convenient,however, to have this option immediately adjacent to the PTT button.This allows the calling party to use PTT to test the status of therecipient, and switch to 2-way mode if appropriate. Too illustrate,imagine the following dialogue: “Hey buddy, you there?”. If the friendanswers “Yes”, they could immediately jump into a 2-way call. If thereis no answer, the sender would wait for a response and initiate 2-waymode at that time. Or alternatively the return message may be “Yeah justgive me 5 minutes then we can talk”. In any case, the adjacent pairingof PTT and Duplex helps to solve the problem of potentially interruptingthe receiving party without limiting the conversation to a walkie talkiestyle dialogue. This mode works similarly with Groups, as seen in FIG. 2c.

Monitor Mode (Listen to):

See FIG. 2d . Monitor Mode is a form of one directional communicationwhereby a user monitors the voice of a friend (assuming the friend'ssettings allow for it). One example would be listening to a groupleader. The leader is monitored by the followers, but the leader doesnot hear the conversations between the followers. This would be usefulfor use cases such as pub crawls, city tours, or group fitnessinstruction. Alternatively, it may be used in an office environmentwhere a manager is monitoring his employees, or vice versa. This mode isessentially equivalent to wearing a headset with the microphone mutedwhile monitoring a call or conference. The difference is that by basingthe mode in software, different channels can be monitoredsimultaneously, and other channels can be active in two way mode. Thesechannels would be activated through a purpose designed interfaceallowing the user to easily toggle between channels and modes See FIG. 7l.

Media Mode:

See FIG. 2a and FIG. 7f . Media mode refers to the application's abilityto detect when music or other media is playing, and to submit thatinformation to the cloud. With this mode enabled, users can share themedia they are listening to with others, make others aware of theirstatus (e.g. make people aware that they are listening to music withtheir headphones on), and link their music to their status. For example,certain playlists may be linked to certain statuses or moods, andautomatically played at certain times of day or during certainactivities (e.g. Playlist 1 for “walking to work”, Playlist 2 for “atthe gym”, Playlist 3 for “at work”, etc.). Statuses could be tied to theplanning feature such that statuses and music are updated automaticallybased on recurring events that the user can set up using the planner.Media mode can also be used in conjunction with the Media Cancellationfeature for more accurate noise cancellation (see below).

Offline Mode:

See FIG. 8c . Offline mode refers to the application's ability tofunction without an external Wi-Fi or cellular network. A P2P connectionsuch as Bluetooth®, Zigbee® or equivalent may be used to enablecommunication at close range in remote areas without the use of externalrouters and other networking gear. The feature set would be reducedaccordingly when operating in offline mode (i.e. the UI would hide partsof the application that require an external connection).

Interface Layout

Menu Bar:

As depicted by way of example in FIG. 8a , the menu bar segments theapplication into related categories for easier navigation and provides aquick link between the segments. The application is designed to bemodular, such that some segments or components of segments may comeinstalled as part of the core application, while others can bedownloaded as plug-ins. One version of the application has the followingbasic segments: Assistant, Connect, Media Player, Friends, and Settings.

-   -   Assistant Segment: contains tools providing useful data, such as        a News Feed, Inbox and message history, planning tools,        suggestions, and an audio store as shown by way of example in        FIGS. 1a through 1 i.    -   Connect Segment: provides an interface for establishing and        controlling communications. Communications can take on multiple        modes, and can be between individuals or groups as shown by way        of example in FIGS. 2a through 2 h.    -   Media Player Segment: provides an interface for playing and        media that can be controlled by the application simultaneously        with VoIP based communication. The media can be audio and video        based, and will tie into existing applications where possible.        This segment also provides an interface for media sharing. In        some cases sharing will allow friends to listen to the same        media source, or to synchronize it such that they are both        listening to or watching the same thing, providing for a shared        experience. A key aspect of this shared experience is that the        users will be able to communicate through voice (and video) to        share thoughts and feelings, something that is not currently        possible on mobile devices, and something that is very difficult        on PCs (requires multiple applications). The invention is        designed to run persistent VoIP based communications while        simultaneously mixing with audio from the media player as as        shown by way of example in FIGS. 4a through 4 e.    -   Friends Segment: The friends segment organizes contacts and        helps application users to find and connect with friends on        other networks as shown by way of example in FIGS. 3a to 3 e.    -   My Settings Segment: The settings segment provides users with an        interface for adjusting and controlling various elements of the        application. Many of these settings are unavailable in other        applications, as typically communications apps make assumptions        about user behavior. This application challenges those        assumptions and is designed for use cases in which those        assumptions do not hold as shown by way of example in FIGS. 5a        to 5d . For more information refer to Unique Settings and        Controls below.    -   More Segment: As shown by way of example in FIG. 8a , clicking        to activate the “more” option provides numerous other quick        links. The ability to quickly toggle “Business Mode” is a key        feature of the shortcut bar, allowing users to quickly toggle        back and forth as necessary. Normally Business Mode will allow        communications to be saved by the administrating company, so the        user will want to switch it off if he also uses the phone for        personal reasons. Bar plug-ins are key for people that use the        app in “silent disco style” nightclubs (See Bars and Clubs        below). Other specific plug-ins will be available to make the        application work with other hardware and software.

Shortcut Bar:

See FIG. 8b . The shortcut bar is a customizable quick link menu bar. Itcan be hidden by choice. It contains buttons to activate commands thatwill be needed commonly or in short notice. Some examples of featuresthat can be included are:

-   -   Mute All Voice button: can be used to temporarily pause all        voice connections when the user must speak to somebody nearby.    -   Relative Volume Slider: The relative volume slider controls the        relative level of voice vs. background media. Further        information is given below under Audio Control and Quality        Features.    -   Inbox: The inbox button includes a badge indicating when        indicating messages have been received. The single click access        to incoming messages enhances user experience over the need to        navigate through several buttons.    -   Pause Media: Pause media will allow the user to temporarily stop        playback of other media to focus on communication if necessary.        The shortcut makes sure it is available at quick notice.    -   More Button: Clicking the more button provides numerous other        quick links. The ability to quickly toggle phone calls and the        contacts list from any screen in the application enhances user        experience. Quick access to “My Status” and “Available To” also        encourages more updates of status and availability. The ability        to add user-specified shortcuts also enhances user experience        through personalization. Chat Heads will provide an easy way to        toggle external programs. For example, users may wish to be able        to easily switch back and forth between Spotify and the        invention, allowing for media playback through Spotify and        simultaneous communication in the invention. The Spotify chat        head can be activated for a single click link to Spotify, and it        can turn into a chat head to link back to the invention whenever        Spotify is open.

Key Interface Features

Connect Screen:

As depicted in FIG. 2a , the connect screen is designed to removebarriers to communication by providing multiple modes of communicationand status & availability indicators all in one place. One aspect is theinclusion of PTT mode and Duplex mode buttons on a single screen, inline with friends' names and various indicators. The indicators provideinformation relevant to the calling party, helping to alert the calleras to whether now is an appropriate time to call the receiving party.The freeform status (e.g. “at work” or “writing my book”) provides asmuch insight as the receiving party would like to provide. When MediaMode is enabled, the calling party can see whether the receiving partyis listening to music, and whether that music is playing or paused,providing additional insight. The PTT Indicators and Duplex Indicatorsshow whether the recipient can be reached directly (See PTT mode andDuplex Mode). The Status lights show whether the user is presentlyonline or offline. An additional indicator that could be used is a ‘lastactive’ indicator, displaying the number of minutes since each friendwas last active. The design of this screen and the inclusion of all ofthese elements together solve Customer Problems #1 and 6.

-   -   More Options: See FIG. 2b . By accessing the ‘More’ button on        the Connect screens (See FIG. 2a ) users will be able to access        a number of other options for each friend, including the ability        to adjust the microphone volume independently for each friend        (See Audio Control and Quality Features for more details). Music        sharing features and traditional communication modes including        text and video calls can also be accessed from this screen. A        unique feature is the ‘Planner Widget’ which provides a        graphical display of the friend's availability, as set using the        planner (see Planner feature).

Virtual Room:

See FIG. 2e and FIG. 7k . The Virtual Room is a graphical representationof communication groups. Buttons are provided to toggle group widecommunications, while individual user icons can be clicked in order tocommunicate individually. The user will be able to customize the layoutand select groups and individuals to add to the room. The example shownin FIG. 7e is called Executive MBA. Everybody can hear the moderator,but the users can speak to one another without interrupting theremainder of the class. This would be useful for distance basedlearning, where all participants log into the virtual room through theinternet. Similar rooms would be useful for office work groups and otherteam based groups, as well as groups of friends.

Planner:

See FIGS. 1d, 1e, 1f, 2b , and FIGS. 7c and 7h . The planner isspecifically designed to solve problems often encountered in electroniccommunications, as described below:

-   -   The planner can show who is available now, as well as who is        available later. Existing communications systems do not offer        this. Existing calendar applications are not tied into the same        communications network, so they are less valuable and less user        friendly. FIG. 2b provides a visual demonstration using the        “Planner Widget”, which will have different colors to indicate        the party's availability (e.g. green=available to caller,        red=busy, gray=not scheduled).    -   The planner recognizes that a user may want to be available to        certain people but not others. By integrating this feature with        the contacts list and groups, users can quickly make themselves        available to friends, family, or other groups of their choice        and design.    -   The planner recognizes that a user may wish to broadcast the        user's availability for certain activities. That is, a user may        wish to let people know that the user is willing to listen to        music together from home. Alternatively, a user may wish to let        people know that the user is available to go out and do        something. This can be used in conjunction with the suggestions        feature, which is designed for collaboration and planning        outings.    -   The group search function (FIG. 7c ) solves the problem of        finding mutually agreeable times for multiple conversation/event        participants. Normally participants manually share times they        are available, often through chat or email. This feature        provides automatic matching with different options available,        including the ability to designate a minimum number of        participants, a duration, and matching criteria (e.g. match only        time that is specifically marked as available by the        participants, or include times that are empty in the        participants' calendars).

Suggestions:

See FIGS. 1g, 1h, and 7j . People often need help coming up with ideasfor entertainment. There are existing event planning applications thatprovide suggestions and coupons to help people decide what to do, butthey do not provide for real time voice and video collaboration. Voicecollaboration helps each person to stay hands free while they browse‘things to do’, and not having to type back and forth increasesefficiency. The increased efficiency will help to foster increasedcollaboration during review of suggestions and coupons, therebyincreasing the effectiveness of each.

Live Streaming:

See FIGS. 1g, 1h, and 7j . The suggestions feature will be leveraged toadvertise live events to users, allowing them to collaborate in new wayswhile consuming live audio and video feeds. For example, a live musicconcert can be broadcast, but instead of needing to watch alone, or froma single laptop, users would be able to stream it to their own devicesand maintain voice/video communications with one another. Users mightchoose to go hang out together at a park, each wearing headphones andstreaming from his or her own device, communicating during the show.

Public Rooms:

See FIGS. 2f, 2g, 2h, and 7i . A public chat room (voice based chat)will be made available in the communications platform in order tofurther unify modes of electronic communication. Most internet basedchat rooms are text based. Public, voice based chat rooms are not yetavailable outside of gaming applications.

Audio Store:

See FIGS. 1i, 7b . The purpose of the audio store is to include atargeted marketplace for users of the invention. Users are generallyexpected to be headphones users and/or audiophiles. The audio store willprovide a list of carefully selected hardware and software that isexpected to be beneficial for users of the invention. Featured itemswill provide descriptions on how the item can be used with theinvention, helping to drive item sales and further engagement with theinvention.

Voice Over Clip:

See FIG. 3c . The voice over clip allows the user to transmit a clipincluding both voice and background audio in a single click. Forexample, the user may be listening to a song, and wish to record 10second clip including a voice over to send to a friend. By hitting therecord button, the user would record simultaneously the background audioand voice signal coming through the microphone, superimposing the twoaudio signals into a single recorded audio clip. There are currently noknown applications with this functionality on the market.

Flexible Channel Interface:

A flexible channel interface is depicted in FIG. 7 l.

-   -   Persistent Channels: Persistent channels are set up and        configured by the application. The user will have the option to        provide access to existing friends and groups.    -   Dynamic Channels: Dynamic channels provide more flexibility and        can be connected to external sources. For example, the user may        wish to invite friends through a web link that he publishes via        email, Facebook, Twitter, or other sources. Non-users can join        the conversation, entering and exiting as they please. Users        have additional control over settings and can provide moderator        permissions to external users. Dynamic channels can be        automatically created when certain criteria are met. For        example, friends could set up a dynamic channel to automatically        connect them when they are both connected to the app at certain        times of day.    -   Proximate Channels: Proximate channels are dynamic channels that        are automatically established based on user proximity. Use cases        could include silent disco events, flash mobs, or any other        event where users would be listening to music and wish to speak        while wearing headphones. The communication would automatically        be established when the users came within a specified range (as        determined by GPS or indoor positioning, for example).        Communication could get louder as users get closer to one        another. Used in combination with Spatial Audio and Distance        Attenuation there are many unique use cases for proximate        channels (see below).    -   Recording Buffer: A buffer can store messages for playback.        Settings can be accessed to select the size (e.g. recording        time) of the buffer and when it records (e.g. automatic when a        channel is closed to incoming voice). Messages can also        optionally be saved to the user's inbox.

Audio Control and Quality Features

Relative Volume Slider:

See FIG. 8b . If we use a decibel scale to represent the relativevolumes of music and voice, then a 3 dB difference represents roughly a50% difference, while a 10 dB difference represents a 100% difference(i.e. 10 dB louder=twice as “loud”, loosely speaking). For example,assume that full scale (or “maximum loudness”) is represented by 0 dB.Testing will determine an appropriate, or comfortable ratio of voice vs.background music for this purpose. In film editing, −12 dBFS (decibelsbelow full scale) for voice and −30 dBFS for background music is acommon standard. Suppose it is determined that a default level of −12dBFS and −22 dBFS is appropriate for live communication purposes, andthat these levels were set as the default. Then, the two controls wouldfunction as follows:

-   -   The volume buttons on the phone would control the full scale,        maintaining the voice to background ratio of −12 dBFS to −22        dBFS (could also be expressed as 2:1 or 200%).    -   The relative volume slider could be used to adjust the ratio.        Sliding towards the “voice” end would expand the ratio (e.g. −12        dBFS to −30 dBFS) while sliding towards the “background” end        would narrow the ratio (e.g. −12 dBFS to −15 dBFS).

“Auto Ducker”:

In conjunction with Voice Activity Detection, the auto duck featurewould recognize when somebody is speaking and automatically duck thebackground audio (music or otherwise). Whereas the relative volumeslider is utilized to set a comfortable ratio of voice volume tobackground volume that is constant, the auto duck feature wouldultimately adjust this ratio automatically when voice is detected,keeping the voice level constant and reducing the background audioaccording to a user adjustable value. When the voice signal was nolonger detected, background audio would resume to its previous level.The comfortable amount of fluctuation is a matter of personalpreference. For some, too much ducking may “interrupt” the music, and beannoying. Others may find conversation difficult with too littleducking. For this reason, the amount of ducking is provided as an optionto the user (See FIG. 5b , “When voice detected in two way calls”). Forsimplicity, one embodiment of the auto ducking feature may be tooverride the relative volume slider completely, such that the voicelevel automatically adjusts to the current level of background audio,while the background audio ducks by a user set percentage (or amount).Another embodiment may be to adapt the user interface so that therelative volume slider contains two controls: one setting the level ofbackground audio without voice detection, and a level to whichbackground audio ducks when voice is detected (See FIG. 8b ,“Alternative Embodiment of Relative Volume Slider”). In specificembodiment of the auto ducker, selective ducking would be used.Selective ducking would generally determine a voice frequency range tobe ducked, based on the frequency range of incoming voice signals. Thisfrequency range could be specific to the sending party's voice, or itcould be a range that covers most human speech. A combination of highpass and low pass filters would be applied to the music signal, whereinthe appropriate filters to be used could be based on presets, a userspecified range, or determined from the voice signal that the ducking isintended to make more audible. Amplifying the voice signal within thatrange could potentially provide further conversation clarity. The lowand high frequencies from the music would still be present duringconversation. DJ's or other artists may also use the selective duckingmechanism for artistic purposes, similar to using equalizer controls butin this case the selected frequencies would be modified automatically,and in real time, based on either Voice Activity Detection or thedetection of another signal.

Adjustable Speech Recognition Setting.

In some embodiments, Speech Recognition will be used to betterdistinguish voice in the presence of noise, thus increasing thelikelihood of detecting a voice signal when desirable. In theseembodiments, the user would be able to train the application recognizehis or her voice by reading a known passage. This would help todistinguish the user's voice from other background noise. Thedistinguished signal could be used to initiate ducking and to provide aset of further instructions for processing audio signals. For example,one embodiment of the feature may include a pre-recording phase, whereinthe user would speak a known phrase in a setting that includesbackground noise. The feature may thus compare the signal receivedthrough the microphone to the signal expected in a quiet environment (aspreviously recorded) in order to roughly calculate the background noisesignal. This background noise signal could thus be cancelled moreprecisely. This signal could be presumed constant or it could be updatedperiodically to a changing environment. For example, when the adjustablespeech recognition setting is activated, a delay could be used on PTTmessages such that the first 1000 ms (or another amount of time) wouldrecord only background noise, after which the user would be prompted to“Speak Now”. The subsequent recording period would record both theuser's voice signal and the background noise, but the background noisecould be more accurately reduced given the noise signal's approximateform as determined during the initial delay. This feature could also beused in combination with duplex communications to enhance the accuracyof Voice Activity Detection. Improved accuracy would result in bettervoice signal quality and a higher probability of correct voice detectionfor the purpose of initiating the auto duck feature. Another possiblerefinement would be achieved in combination with selective ducking,whereby only a certain frequency band would be ducked, and thatfrequency band would be dependent on Speech Recognition rather thanmanual settings or other simplified means. Speech Recognition could alsobe used in conjunction with text messaging and voice command features.There have been many recent developments in Speech Recognition,especially in digital signal processing techniques and in combinationwith specific hardware. The purpose of the Adjustable Speech RecognitionSetting is to leverage existing digital signal processing methods andprovisions with interface features specifically designed for PTT,Duplex, and other modes of communication described in the embodimentsherein.

Media Cancellation:

See FIG. 7f . Traditional noise cancellation techniques depend oncomplicated digital signal processing in order to determine what isbackground noise and what is the desired signal. These techniques assumethat the pattern of the noise is unknown, and must be determined anddistinguished from the desired signal. But in some cases the “noise”signal may be known. For example, if the noise is music coming throughspeakers and leaking into a microphone, the approximate noise signal canbe predicted/estimated from the music signal that is being fed to thespeakers. The opposite signal could then be superimposed at themicrophone in order to cancel it (the time offset could be compensatedfor by a pre-set delay or by comparing the predicted to the actual noisesignal). To illustrate this concept, imagine a smart phone is being usedto play music through a car's speaker system via a Bluetooth connection(or a cord). The phone is thus aware of the music signal being sent tothe car's speakers. Now suppose that a Voice Over IP connection is alsorunning simultaneously, such that the person driving the car can belistening to music and talking to whoever is connected at the same time.The music playing out loud in the car could be cancelled at themicrophone with great precision because the approximate noise signal isalready known to the phone in advance. This methodology would enablevoice communication simultaneously with background music or other media(like movie & game sounds) even when loudspeakers are used. This featurecould be enabled when media mode is on and headphones are not pluggedin.

Individual Volume Control:

See FIG. 2b . The Individual volume control can regulate the volume ofeach friend's microphone separately. It will normally be set to anintelligent default level, but there are several purposes for includingthis functionality. Generally the application will be designed toauto-regulate the volume of each user's voice such that each personsounds similar, but in some cases volume regulation may not function asintended due to differences in hardware configuration, surroundingnoise, and other variable conditions. A manual adjustment can correctthese errors. Another way the individual volume control may be used isto establish different volume levels for each friend when multipleconnections are running simultaneously. For example, a group of fourmotorcycle riders may consist of two pairs of riders: Rider A primarilywishes to speak with Rider B, and Rider C primarily with Rider D. Butall four would like to remain connected. Rider A and Rider B could setthe volumes of Rider C and Rider D relatively lower than their own, andvice versa. Riders C and D could still communicate with A and B assumingthey are not mid-conversation. But if all four riders were conversingsimultaneously, Riders A and B would hear mostly each other, andlikewise for Riders C and D. Proximity and distance attenuation couldalso be used to effect this volume control automatically (See below).

Unique Settings and Controls

General Settings:

See FIG. 5a and FIG. 7f . These settings allow users to set how incomingmessages and call requests are handled for different communication modesand friends. For example:

-   -   When using Walkie Talkie Mode (PTT), the first incoming voice        message can be received directly or be diverted to an inbox, and        this setting can be different for each friend. There will be a        similar setting for voice message responses (a response can be        considered using PTT to reply within a certain amount of time,        like 5 seconds, for example).    -   In 2-way mode, incoming calls can be automatically established        (Direct) or answered in the traditional way. Silence suppression        can be used whenever data consumption matters, but the user may        wish to turn it off in order to avoid malfunction due to        background noise interference, or to maintain a certain level of        “comfort noise”, for example.    -   Media mode will have several options. Users can share what they        are listening to (i.e. make what they are listening to visible        to others); tie music playlists to status updates (e.g. “At The        Gym” status is connected to “Gym Playlist”); and apply Media        cancellation (See Audio Control and Quality Features).

Sound Settings:

See FIG. 5b and FIG. 7a . The application provides an option to reducebackground audio according to user preferences, depending on the eventtype. For certain external events, it may be desirable to duckbackground audio, such as during a call from an external phone line.Because external callers are not using the invention, it may bedesirable to treat the call in the traditional way, where one party isalways speaking, and the connection is terminated when the discussion isfinished. These types of discussions may deserve more full attentionthan the spontaneous conversations that are envisioned between users ofthe invention. Options are also provided for managing audio duringevents using this technology, as preferences may vary among users. FIG.7a shows that additional audio management options will be available,including the ability to make specific apps louder and quieter. The“automatically detect and manage voice” option is a feature envisionedfor managing voice audio in external applications. For example, a usermay be playing music, and turn on a You Tube instructional video, butnot be able to hear the voice over his music. Rather than having tomanually adjust the You Tube and music volumes, this feature wouldrecognize the human voice in You Tube, and amplify the voice signal tothe same level as other VoIP signals for better clarity. This adjustmentwould make sense as long as the You Tube video was not a music video,which could be detected by analyzing other background sounds from thevideo.

Privacy Settings:

FIG. 5c shows that standard privacy settings are available in theapplication. Additional settings will be dependent on which plug-infeatures are installed to the application (e.g. more settings will beavailable for people who install nightclub plug-ins).

Voice Navigation:

FIG. 5d shows that voice navigation will be provided for in theapplication. It is intended that users will train the application tolisten for their specific voice, and for specific commands. This willpermit reliable hands free operation, which is especially important foruse cases such as motorcycling and skiing, for example. The user will beable to access a list of commands and attach his/her voice print (e.g.“Connect Jim”, “Initiate 2-way, “End Call”). To help the applicationdistinguish voice commands from conversation, different methods can beused, depending on the hardware available.

-   -   A button could be pushed to initiate “Voice Command mode”.    -   Alternatively, if the microphone were set to listen for voice        commands, the user could activate Voice Command mode through a        command such as “Listen Up”. This would require a processing        delay resulting in additional latency during conversation, but        this would likely be acceptable in the context of initiating a        conversation after a period of silence (e.g. if nobody has been        speaking for 10 seconds, an extra 200 ms delay won't matter).        For ongoing 2-way conversations, the microphone would not be        listening for the “Listen Up” command until after a certain        duration of silence, such as 5 seconds. See Other Technologies        for more information on detecting silence.

Other Technologies

Voice Activity Detection:

Voice Activity Detection (VAD) is a known speech processing technique inwhich the absence or presence of human speech is detected. In the caseof the present invention, it is used both for initiating silencesuppression and to assist in the detection of background noise in orderto enhance call quality. Some embodiments of the invention will make useof an adjustable Voice Activity Detection threshold. This could beimplemented by way of intentionally providing a delay at the beginningof a PTT message to measure background noise. For example, when the VADsetting is activated, a delay could be used on PTT messages such thatthe first 1000 ms (or another amount of time) would record onlybackground noise, after which the user would be prompted to “Speak Now”.This sample of background noise is thus used to set or change the VADthreshold. Alternatively, the VAD threshold can be manually controlledvia a user interface element such as a slider or numerical input.Likewise, automated methods could be used in order to periodicallysample the background noise through the periodic activation andrecording of the microphone. The sampling rate could be determined by auser specified input, or it could detect changes in environment throughancillary hardware such as GPS. The VAD threshold could thus be updatedperiodically, independent of whether a user was actively involved in avoice conversation or otherwise actively using an application.

Silence Suppression:

Silence suppression refers to the known process of not transmittinginformation over a communications network when a party to theconversation is not speaking, thereby reducing bandwidth usage. It is aspecific focus of the invention because the invention is designed toencourage users to stay connected for long periods of time while theyare busy doing other things (such as listening to music or watching amovie). This means that for much of the duration of a ‘call’, users willbe connected while nobody is speaking. Hence, minimizing bandwidth usageis important, especially when users are on a mobile network in whichdata consumption can be expensive. It is also an important feature thatwould enable a large number of users to stay connected in a businessnetwork, for example, without worrying about drawing too much bandwidth.Silence suppression can also be used to detect whether individuals areengaged in a real time conversation, having implications for how voicesignals ought to be handled. For example, it may make sense to minimizelatency during real time conversation, but to introduce latency after aperiod of silence in order to provide room for additional processing(e.g. listening for voice commands). To effectively utilize theembodiments envisioned herein, silence suppression would normally needto reduce the average bit rate during silence by more than 75% and inmany cases by more than 90%.

Spatial Audio:

Spatial audio refers the application's ability to detect the location ofother parties or audio sources, and to process the incoming signals fromthose sources differently depending on where they are. It wouldgenerally be used in conjunction with 3D sound and/or distanceattenuation to provide the user with a sense of where the sound iscoming from, though other embodiments of spatial audio are possible.

3D Sound:

3D sound refers to the practice of transmitting sounds from differentvirtual locations through the use of multiple speakers or headphones.For example, voices coming from the right can be made louder in theright ear of the headphones, and relatively even when the speaker is infront or behind. This can be changed in real time as the speaker (orother sound source) moves relative to the user. It is a known technologythat is widely used in gaming, but there are few “real world”applications of this technology at present. The technology helps tochange this by enabling headphone based communications in flash mobs,silent discos, nightclubs, tours, running groups, and many other usecases. Spatial sound and 3D audio could also be used with loudspeakers.For example, people might run the application through their car speakersand communicate with other vehicles in close proximity, with soundsrelatively louder in the appropriate speakers depending on the locationof other vehicles.

Distance Attenuation:

Distance attenuation refers to the ability of the application to adjustthe volume (or other facets of signal intensity) of incoming audiosignals based on the proximity of the source. For example, if anotheruser is nearby, the sound of his or her voice would be louder. Thiscould be used in conjunction with proximate channels. It could befurther leveraged through use with special hardware. Accurate GPS orindoor positioning would provide the ability to make communicationthrough headphones lifelike. Communication would be automaticallyestablished when two users are close, reaching a comfortable level whenthey are very near one another, while other conversations would beattenuated according to the relative distance of the speakers. Thiswould be very useful in the context of gatherings in which headphonesare used, such as flash mobs and silent discos. Many more use cases openup as a result of enabling communication simultaneously with music,including tours, house parties and most other consumer, enterprise, andcommercial use cases discussed below.

Consumer and Enterprise Use Case Examples

General Considerations

Consumer and Enterprise users could use the application through existingnetworks on any modern smart phone, mobile device, or computer. Thesenetworks would include Wi-Fi, 3G, 4G, and other networks, whileadditional P2P networks such as Bluetooth and ZigBee could be used inOffline Mode. This simplicity and exclusive need of software generallydistinguishes consumer and enterprise use cases (described here) fromuse cases requiring special hardware, as would generally be the case forcommercial applications (described later).

Team Work and Group Studying

Many people listen to headphones while working or studying. In somecases they may wish to be connected to others, such as when they areworking in a team. Maintaining a voice connection while working wouldallow team members to ask spontaneous questions of one another. Normallythese types of spontaneous questions would only be asked when the teamwas working together at a table in a shared workroom. Spontaneousdiscussions may also occur when teams are working on the same floor ofan office, or in the same building, but at a diminished rate. When teamsare working in different offices, normally the only recourse is a phonecall. Voxer provides Push To Talk services to business to help addressthis problem, but it still requires users to pick up their phone, openthe application, and navigate to the correct page to connect usingWalkie Talkie messages. In some instances, teams may wish to work moreclosely with one another by maintaining voice connections for hours at atime. This would be particularly useful for people that already wearheadphones, as it is a minimal alteration to their existing behavior.They would simply work while listening to music, and speak out to theirteam mates when they had something to discuss. This avoids the need toremove the headphones and visit the person or call them using a phone.This would work equally within an office or in different offices. Overtime, it is possible that people who do not listen to music at workwould join their coworkers' network by purchasing a wireless Bluetoothheadset to stay connected, as many professionals do already. Inconjunction with noise cancelling native to the headsets, Voice ActivityDetection and Silence Suppression would be used to ensure that receivingparties do not hear ambient noise such as breathing, typing, or otherbackground disturbances. The “Virtual Room” and “Planner” features wouldbe particularly useful for team work use cases.

Walking or Running in Groups and Other Sports or Activities

Group sports and activities are a great application of the technology.The following examples illustrate how the app might be used:

-   -   Group runs/bike rides: People like to listen to music when        running/biking, but when doing so in a group they generally need        to do one of a few things: keep their music volume low, adjust        the volume frequently, or remove the ear piece to talk.        Furthermore, runners often tend to spread apart over time,        making conversation difficult. The invention can connect people        by Bluetooth when they are in close range, or via 3G/4G to help        people connect over unlimited distances. Other applications are        attempting to connect runners in different parts of the world by        allowing them to “run with” or “compete with” one another, but        any form of communication among the runners is still text based.        The ability to communicate via voice while still listening to        music enhances user experience significantly.    -   Group fitness: Imagine a group fitness class outside in a public        space, or perhaps in an office lunch room. Normally these venues        would be unavailable for a group fitness routine that required        music (and most of them do). With people wearing headphones the        music will not disturb others. This concept already exists        without communication. With embodiments of the invention, the        instructor can communicate with the class, and the class members        can communicate with each other, without disturbing the music.        This would be a significant improvement over alternatives.    -   Team sports: Envision playing a team sport that includes        strategy, such as American football, ultimate frisbee, soccer,        or rugby. Team members could remain paired, use proximity based        communication, or a combination, allowing them to communicate        over larger distances and more privately. For example, the        quarterback would pair with receivers, who could change plans on        the fly and communicate those plans back to the quarterback        without alerting the opposing team. This could all be done while        listening to motivational music. To be sure, this changes the        nature of the sport, but it would be a fun application for an        afternoon pick-up game in the park, for example.

House Parties and “Intercontinental Parties”

House parties could make great applications for this invention byreducing noise levels dramatically. Normally people need to talk overthe music, and the music itself has deep base sounds which travel farand annoy neighbors. Another benefit of using the invention at a houseparty would be that people don't need to be in the same room tocommunicate. Friends could form groups and switch to different circlesof conversation without moving—e.g. not leaving the living room to dropin on a conversation that's going on in the kitchen. This concept couldextend all the way to an “intercontinental party”. Because the inventioncan also function over the internet, friends on one side of the worldcould be listening to music and partying with friends in another part ofthe world. This concept also scales down to the individual level. Forexample, three friends in different cities may choose to connect anddrink beer at home while remaining connected and listening to music fromhome.

Helmet: Motorcycle, Snowmobile, Ski, Etc.

Bluetooth enabled helmets and accessories allow for communication amongseveral riders (typically 3 to 4), but the connection is permanentlycoupled. The invention would allow users to connect and disconnectparties on the fly, meaning they don't always need to listen to allparty members. Individual volume control would also help in thisrespect. The voice command features would add significant value byenabling hands free operation of the invention, allowing riders to keeptheir hands and eyes where they belong. Furthermore, the invention wouldextend connectivity beyond Bluetooth range because the riders' phoneswould often be connected to 3G or 4G networks. Bluetooth could be usedto connect the earpiece to the phone, while the phone would control andsend communications to the other riders, limited only by networkconnectivity. During a loss of network connectivity, the user could beprompted to reconnect using Bluetooth (or another P2P connection), or aconnection could be established automatically.

Driving Applications

This would be a similar application to use with motorcycle groups.Sometimes friends do multi-car road trips but can't communicateeffectively across cars. People could wear headsets or phones could beconnected to the car's speakers through a two way audio cable,Bluetooth, or another method. Eventually this invention could beintegrated directly with automobile hardware to appear as an applicationavailable in the car's dashboard. The “Media Cancellation” feature wouldbe particularly useful while driving when music is playing. Beyondmulti-car road trips, the technology could be used to help driverscommunicate with one another. For example, truck drivers may use it tocommunicate with other nearby users in order to help them stay awake.Alternatively, some users may recognize when there are other users ofthe invention driving nearby, and request to establish communicationbetween the cars for enjoyment. A particular embodiment may include afeature for drivers who are tired, and wish to communicate with othersto stay awake. At any given time, many highway drivers are tired, andthe feature may help to connect these drivers, improving both the safetyand enjoyment of driving. Drivers might optionally use this feature todiscover and share new music with other drivers.

Smartwear Integration

Emerging trends in wearable technology will open up additionalopportunities. For example, Google Glass, smart watches, and otherwearable technologies often including instrumentation such asgyroscopes, accelerometers, magnetometers (compass), light sensors,proximity sensors, bone conduction audio transducers, near fieldcommunication, and other hardware common in mobile devices. For example:

-   -   Bone conduction headphones would enable usage of the invention        in situations where external noise is desirable (e.g. listening        for oncoming traffic or emergency signals).    -   Gyroscopes would facilitate the initiation of communications        when two users look at each other.    -   Light sensors could be used to enable communication only in the        presence of light. People may choose to play with this feature        at house parties, turning the lights on and off. Alternatively,        silent disco event DJ's may light specific areas of a venue at        different times throughout the show to encourage communication.        Many other possibilities exist.    -   The GPS and compass could be used together to facilitate self        guided tours, where users travel cities with their headphones on        and listen to both music and narration from the travel        application (or plug-in).    -   Many additional opportunities will open up when combining this        system's audio technologies with other wearable tech.

Public Space Recreation (Park/Public Pool/Beach/Etc.)

People often get together at parks and other public spaces and playmusic through a boom box. The experience remains social because they canconverse over top of the music. There are plenty of public spaces inwhich people might like to listen to music without disturbing others, orwhere music would be banned entirely. But listening to headphones woulddestroy the social experience by making communication cumbersome. Thepresent invention would get around this problem, enabling people to hangout in pools, parks, at beaches, and other public spaces; listening tomusic and conversing without disturbing others.

Recess, Lunch Break

Adolescents and teens often enjoy sharing music and are avid headphonesusers. They could use this invention while walking to school, at recess,on lunch break, or otherwise ‘hanging out’. Music sharing features andthe ability to listen to the same music simultaneously would augmentthis use case.

Pub Crawls/Group Tours

In New York there are pub crawls in which people wear wirelessheadphones and a tour leader transmits music to the headphones via FMsignal. This is an adaptation of the silent disco concept, which isfurther described below under Commercial Adaptations of the Invention.These pub crawls can be further improved by enabling communicationwithout the need for the participants to remove their headphones. Citytours and other types of group tours can leverage this invention for thesame purpose. Adding a layer of music without stifling communicationwould add an extra element of fun to many types of tour.

Remotely Watching Television, Movies, Live Events

Media could be enjoyed together through televisions, computers, mobiledevices, or other devices. For example, family members in differentcities may set a time to get together and watch a television show. Theywould connect the television show, as well as a persistent group voiceconnection, such that anybody could speak during the television show, aspeople often do in person. The media cancellation would be particularlyuseful so that the sound from the television show coming throughloudspeakers could be cancelled before disturbing the other parties. Itis envisioned that this would be achieved through an integratedapplication that controls both the media delivery (television show) andthe voice connections. It is possible, however, that the audio outputfrom the television or other device could be routed through a separatedevice controlling the VoIP and Media Cancellation. It is likely that inthe latter case, a greater latency would be introduced to the voicecommunication as the audio signal to be cancelled (the TV show sounds)could not be predicted and processed ahead of time. In cases ofincreased integration with the media delivery, the delivery of video andaudio could both be delayed intentionally by the same amount, providinga time buffer for Media Cancellation processing.

Commercial Adaptions of Invention

Overview

Commercial adaptations of the invention generally require specializedhardware and software features in addition to the core features of theapplication discussed above. For example, at venues with many people,reliable communications would be dependent on reliable networks withsufficient bandwidth and powerful access points. Indoor spaces mightrequire indoor positioning systems (IPS). Public events would likelyrequire handheld devices and headsets to be available for loan whentheir own devices are insufficient. For these reasons, commercialadaptations are considered separately from the embodiments discussedabove which rely only on commonly available networks and hardware.Commercial adaptations will be further dependent on the use case inquestion. For illustrative purposes, a “silent disco style” adaptationis assumed in examples given below, and other potential adaptations aredescribed subsequently. A description of silent disco and itsrelationship to the invention is given below, followed by examples ofadaptations that could be used for “silent disco style” use cases.

Silent Disco Style Adaptions

A silent disco is essentially a disco where people dance to music playedthrough wireless headphones instead of loudspeakers. An FM transmitterbroadcasts music to wireless headphones which often have 2 or 3 channelsallowing for users to choose among different broadcasts. There are manycompanies running silent disco events around the world, and amplebackground information is available on the internet. There have beennumerous adaptations such as “mobile clubbing”, “silent gigs”, “silenttheatre”, and other “silent events” using headphones. The presentinvention seeks to enhance silent disco style events by supplementingthem with communication enabled through the headsets in conjunction withthe other audio sources.

At silent discos, people cannot communicate without taking theirheadsets off. It is likely that this problem is a partial limitation tothe success of silent disco in becoming a more mainstream establishmentin nightclubs and bars around the world because one of the key reasonspeople go to bars and clubs is to socialize. Music is usually animportant component of nightclubs and bars, but often makes it difficultto communicate because of the need to speak over the music. A method forfacilitating communication between people wearing headsets would likelyhelp the silent disco concept to catch on and could help to popularizethe concept of speaking while listening to music through headphones. Inthe context of bars and nightclubs, communication could be improved inseveral distinctive ways through the use of an improved silent discoconcept:

-   -   Conversation Clarity: As mentioned above, speaking over music,        other people, or other noise can be a source of frustration,        impeding communications—especially between two people that have        recently met and have yet to become accustomed with one        another's accent, tone, and general way of speaking. A reduction        of noise and the ability to regulate relative volume levels for        music and voice channels could improve communications quality        significantly.    -   Conversation Privacy: Communication could be restricted to two        people such that bystanders could not hear what is being said        between the two parties engaged in communication. For example, a        man might approach a woman at a bar and initiate a conversation        in which the woman's friend was not initially included, possibly        decreasing the woman's self-consciousness about her response.        This might make the introduction easier on both parties.    -   Communication at distance:        -   Long range: By putting the headsets in wireless contact with            one another, users could communicate from different parts of            the establishment. This could make it easier to find friends            who seem lost among the crowd, for example.        -   Close range: Not having to yell into someone's ear is            clearly preferable. Visual communication would also be            improved because the extra distance would enable            communication through hand gestures, facial expressions, and            other visual cues.    -   Ice-breakers: An improved silent disco concept could exploit the        benefits that electronic devices offer in terms of potential to        help ‘break the ice’ when meeting new people.

In the context of this invention, the issue of ice-breakers is primarilyaddressed through software features that are purpose-built for bars,nightclubs, and other public venues in which the event host would liketo foster increased communication between strangers. The theory isdiscussed below under “Social Networking Bar Concept”, while thespecific mobile application features are described later in thisdocument.

Social Networking Bar Concept

The idea behind using social media in a bar is that it would make theprocess of self-introduction more comfortable for many people. There aremany people that are too shy to approach someone at a bar, usually forfear of being rejected, or because they don't have the time/confidenceto think of a good opening line or follow-up. But put someone behind acomputer screen, and their confidence to say what's on their mindimproves substantially, as well as their ability to consider carefullywhat they are going to say. Many dating websites and online chat roomshave made use of these technological advantages, but a poor job has beendone of enabling their use in a public setting. Normally people are athome, behind their computer screens when they have the confidence totalk to someone they have never met. Of course there are smart phoneapplications that have attempted to address this with ‘location basedsocial networking’ (MeetMe, FaysMe, etc.), but inevitably one finds thatthere are just not enough people in the same vicinity, using the samemobile application to make it useful. There needs to be a way ofinfluencing people to use the same application to connect with others intheir vicinity. The invention disclosed herein provides a solution tothis problem. For this solution, all devices in the bar would beconnected by running the same application on their respective devicesthrough which users could communicate. This would be achieved by:

-   -   1. Encouraging users to download the appropriate mobile        application (or plug-in to the mobile software) upon arrival.    -   2. Borrowing a device with this software from the bar if their        phone is incompatible or dead.

Certain features of the application could be used outside of the bars aswell. For example, contacts met in the bar could automatically be savedto the user's contacts list, or downloaded to a purpose built addressbook enabling contacts to be sorted using additional criteria (such aswhat bar they met at, date of meeting, age, interests, special usernotes about the conversations, etc.). Certain games, coupons, pointsearned, and other features would be made available outside of the bar,while others would be exclusively available in the bar. Many of thesegames/features would be targeted at helping people to “break the ice”.

There are many reasons that people do not physically meet following anonline introduction, but most of those reasons are removed by placingthe two subjects into a public setting where they are in closeproximity. A thought experiment can help to illustrate the idea:Envision some men using a social media device to type a pickup line to agroup of girls at a nearby table. Now envision the girls discussing aresponse. The following are a few of many possible responses, forillustrative purposes:

-   -   1. Not responding at all    -   2. Sending a message to the guys indicating their disinterest    -   3. Asking them to join their table for a drink.

In the case of response 3, the value is obvious, assuming that the menwould not have made such an approach without the help of social media.In responses 1 and 2, the rejection from afar easy and unrecognizable toothers nearby, so the guys would likely shrug it off and try again withanother table, perhaps many times per night. If they were to eventuallybe successful, they would be interested in returning to the bar thatafforded them the success. The value gained through the social mediadevice is inversely proportional to the confidence of its user. Lessconfident users would derive the most value from ice-breaker features.The value of social media in facilitating introductions would help,along with other features of the invention, to drive repeat business forestablishments offering such services. This technology helps people meeteach other, improves communications and user experiences, and ultimatelystimulates demand for the bar.

This technology may be applied to any other public establishment orcommercial establishment where users may wish to communicate with eachother.

Existing Alternatives

Some rudimentary social networking bar concepts have been attempted suchthe Inamo restaurant in London, UK. However, the Inamo applicationlacked any interactivity between users. The iBar in the Rio All-SuiteHotel in Las Vegas implemented a bar specific flirt application. iBar'sbiggest problems were:

-   -   1. The cost of retrofitting bars with expensive interactive        tables. Users of this invention will have their own mobile        devices, or loaners from the bar. In either case, the cost would        be reduced.    -   2. Patrons of iBar noted that there was not a sufficient number        of tables available. Users of this invention will all be able to        use the flirting application simultaneously.    -   3. The use of the “Microsoft Surface” technology caused        problems, allegedly due to software freezes caused by the        processing of multiple threads of data, a difficulty encountered        as a result of the “multiple touch” technology. The application        described below does not process multiple threads of data        simultaneously.

The problems above limited the success of the “social networking bar”concept at iBar.

Solution Using Adapted Invention

The commercial adaptation of this invention uses conventional singleuser technology (no multiple touch) because the UI will be controlledthrough individual mobile devices (e.g. a smart phone or another smartdevice is used by each person). This provides another key improvementover i-Bar: mobility. Additional hardware and software features willfurther augment the “social networking bar” concept. The overlap withthe unified communications system described earlier lies largely in thesoftware architecture that will enable users to listen to music andconverse at the same time, though hardware adaptations are capable ofachieving a similar function. Auxiliary features adapted for use in barsand nightclubs include games designed to encourage interaction withother patrons in the bar. If desired, people that meet in bars couldremain connected in the system's network after leaving the bar.

Hardware Adaptations

Headsets

Commercial applications will in many cases need to supply theheadphones. Traditional silent disco headphones have FM transmitters toreceive the music broadcast signal. An adaptation that could be made forthe present invention is adding a microphone for communications. Themicrophone could either communicate with a smartphone, or it couldcommunicate with special hardware built into the headset. For example,if the headphones contain sensors for positioning (GPS or IndoorPositioning, for example), onboard communications hardware could enableusers to communicate directly with one another based on their proximity.This would bypass the need for a phone altogether. The mixing of thevoice and music could be done directly in the headphones. Superimposingthe two signals through software would not even be necessary. Forexample, different leads could be soldered directly to thecommunications hardware and the headset speakers, such that the headsetspeakers would be receiving two (or more) signals: one from a cableconnected to the FM transmitted audio, and one from a sound card thatreceives the microphone signal(s) from other user(s).

Smart Devices: Phones, Watches, Other Display Terminals

Smart devices containing the necessary software applications would insome cases be provided by the commercial establishment owner. Forexample, a bar may loan smart phones, smart watches, or it may providefixed display terminals that are attached to or embedded in the tables,among other possibilities. Depending on the system chosen by the bar,some software features may be incompatible. For example, a smart watchscreen may be too small to implement RFID based mapping of patronswithin the bar, whereas certain games may need large screens installedat the tables. In many cases these devices would need to be shock proof,spill proof, and otherwise purpose built for public use. Anti-thefttechnology may also be required for certain commercial applications.

Network

A local Wi-Fi network is a likely embodiment of the technology incommercial establishments. Multiple access points would be required withpower sufficient for the density of expected crowds. At a bar, forexample, the local network would enable transmission of data betweenusers' smart phones, and to the bar's ordering system and customerdatabase as desired. The bar's POS terminal could function as a serverwhich, in combination with an appropriate router, could organize androute the communications according to the software application'sinstructions. In other instances, a purpose built server may be requiredfor reliable communications. In cases where the bar owner only cares toenable headset communication without data intensive features requiring apowerful Wi-Fi network, P2P connections could be employed. These P2Pconnections could be based in the users' own phones and a purpose builtsoftware application, or they could be based in specialized headsethardware as described above.

RFID Tags and NFC Devices on Phones or Wristband

The initiation of communication between users can occur in differentways. For example, when smart devices are “bumped” together, they coulduse a method similar to that originally employed by “Bump Technologies”(subsequently purchased by Google), assuming a license to do so. On theother hand, RFID tags or another form of NFC could be used in lieu ofthe bump mechanism. For example, bar patrons may be provided with RFIDtags to stick onto their phones when entering. Each user would link theRFID tags to his or her device such that communications between devicescould be initiated by RFID. Bluetooth Low Energy (BLE) could also beused as a means of initiating communication.

To reduce cost and complexity, in some cases smart devices might beavoided altogether. For example, RFID tags could be integrated intowristbands that have only basic on/off functionality. Users could touchtheir wristbands together to initiate conversation via Bluetooth (oranother protocol), and buttons could be used to stop communication.These wristbands would be used in conjunction with adapted headsets asdescribed above. Multiple channels could be built in to allow severalsources to communicate with the wristband simultaneously. For example, 6buttons might enable two channels preprogrammed by the bar andconversation ability with 4 friends simultaneously. As long as onechannel is available, bumping wristbands would initiate a conversationon the next available channel. Time division multiplexing could be usedto enable simultaneous communication across multiple channels.

RFID Sensors Throughout Bar

In cases where users were equipped with RFID tags (either worn, orintegrated in their smart phones, for example), sensors could be placedaround the bar to sense the position of the patrons. Their positionscould be relayed to other smart devices via a mapping feature built intothe mobile application software. Other forms of Indoor PositioningSystem are also possible.

Battery Chargers

Because the use of mobile smart devices and headphones is likely toconsume a lot of energy, battery life may pose problems toimplementation. For this reason the commercial establishment could keepextra batteries on hand for popular smart phone models. It would need toinstall a charging station to recharge its own batteries, and mightchoose to supply charging stations (wired or wireless) at tables, forexample. Eventually wireless charging may advance (especially the range)to the point where users could be continually charging their phoneswhile in the establishment. Alternatively, a super-capacitor solutionmay enable charging in a matter of seconds, eliminating this problem.External battery packs are another option in the meantime.

Smart Device Recognition Auto-Prompter

A device installed at a commercial establishment could recognize thepresence of a new smart device. It could send a prompt to the deviceasking the user to download the application or a bar-specific plugin forthe application. This would make it easy for users to download theappropriate software, ensuring that all users have access to the sameplatform and features. NFC (such as RFID) or signalling the device'smicrophone (as has been done by Shopkick) could be two enablingtechnologies.

Other Instrumentation

Gyroscopes, GPS, Magnetometers, and Accelerometers are other hardwareadaptations that could be built into headsets or separate devices. Thesedevices would enable the use of special software features, especially asrelated to methods of establishing and controlling communications. Forexample, this technology would enable users to look at each other fromafar, and have communications automatically establish after locking eyesfor a user-specified period, such as 1 second, for example. As describedearlier, proximity based communications and distance attenuation (i.e.volume dependent on proximity) are also enabled by these types ofinstrumentation. Users might also control communications in virtualrooms through a compass, for example. To illustrate, imagine the compasspointed in the direction of voice propagation. Turning one's phone inanother direction would cause the compass to point in another directionin the virtual room, meaning the sound could be focused on users locatedthere. This has been done in gaming applications, but there would bemany real world applications when used in conjunction with the variousembodiments of the present invention.

Software Adaptations

Specialized software adaptations may also be required in the form ofplug-ins or fully customized software applications. In general, asimilar interface design and software architecture would underliecommercial adaptations. Each commercial use case could require differentcustomizations.

Connection Adaptations

The Connect Screen (FIG. 2a ) can be modified for various methods ofestablishing communication. For example, in public venues in whichparticipants have not previously met, connections can be establishedthrough a proximity based event such as bumping phones together, orbringing phones very near one another. Different connection protocolscan be used, but the general idea would be that a new connection couldbe established easily, and those new connections would show up on theConnect Screen. The users would then be able to establish and terminatevoice conversations, groups, or to establish friendships and permissionsthat enable tying into the remaining functionality of the variousembodiments of the present invention. In other cases, the initiation ofcommunication with strangers may be entirely proximity based, and userswould not first touch phones to exchange contact details. Instead, afterspeaking for some time, the users may decide to exchange details inorder to enable future communication without being face to face. Thismight be the most natural way to connect in a bar, as it is very similarto the current experience. In this case, the connect screen might listnearby users in order of proximity, while buttons next to each device IDor nickname could be used to request ‘friendships’. Differentpermissions could apply to these friendships, as exemplified bycombining concepts demonstrated in FIG. 3b and FIG. 5 a.

Profile Page

In a public setting, a user profile page could be used to share data andserve as a menu page from which various user-specific activities can beaccessed. Each user would be required at a minimum to enter a name ornickname for identification purposes. Additional information can beprovided and shared according to user preferences, and can make use ofdifferent device features including the camera and other on-boardhardware. An option to synchronize to the user's Facebook profile orother social media platforms might integrated. Privacy settings andpreferences could also be tailored to use cases at a bar, or certaintypes of events that may take place at the venue in question. FIG. 10billustrates how some features may be used in the context of a bar ornightclub.

-   -   The chat/flirt feature: This can combine basic chat features,        video chat, request to play games, canned one liners, group chat        options, etc.    -   Drink purchase feature: An optional feature allowing one user to        purchase a drink electronically for another. The order could be        automatic as soon as the ‘drink request’ was accepted. Other        gifts could also be ordered, such as flowers, appetizers, etc.        Some establishments may choose to use this feature as part of a        game, whereby users compete to order at least one of each type        of item for somebody else, for which they can be rewarded.

Mapping of Commercial Establishments

FIGS. 6a, 7d, and 7e depict the concept of mapping for use in commercialestablishments like a bar. Venue owners would install positioningsystems (Indoor Positioning System or GPS) compatible with mappingsoftware such that users could track one another's position within thevenue. Optical, radio, and acoustic based positioning systems could beused, but the software would need to be adapted to communicate withthese positioning systems. Likewise, the positioning systems could havehardware adaptations for the software. Users could click on friends'icons in order to establish voice communications or to interact in otherways (such as sending a drink, a ‘flirt’, a game request, or otherwise).The map would be customizable by the venue owner, allowing him/her todraw walls, tables, and to place other items necessary for a properlayout diagram. The Bar Map could be part of a stand-alone softwareapplication purpose built for the bar as in FIG. 10c , or it could beintegrated with a larger social network. FIG. 6a shows one method ofintegrating with an external application through the Menu bar, whileFIG. 8a shows another (see Bar Plugins button on Expanded State of MenuBar).

‘Gamification’ Features

Gamification is a term that has been given to the adoption of strategiesthat attempt to use game thinking mechanics to engage users for otherpurposes, especially in a marketing context. For example, by makingcompetitions available to patrons at a bar, patrons can be encouragedinteract with one another, improving both the user experience andproviding an opportunity for the bar to sell additional services. Thisconcept is illustrated in FIG. 10d . Many games that would otherwise notbe feasible can be made to function in conjunction with some of theembodiments of the invention because of the dense user network createdwhen all users are connected to the same communications network at acommercial or public venue. Some games may include:

-   -   Competitions whereby patrons must engage other users that meet        certain profile criteria. For example, patrons may include in        their profile such characteristics as education, job, age,        hobbies, favourite artists, etc. The competition may be to find        at least one person for each of a list of attributes. The bar        may have a complete list of attributes to choose from assuming        patrons share such attributes. Upon successfully connecting with        those people, the bar could offer a free drink, for example.    -   Competitions using the phone feature, whereby the bar may send        its patrons a list of people that they must call and interact        with for at least 2 minutes each in order to receive a drink        discount.    -   The bar may send out flirt suggestions, whereby they send a        specific challenge to one user in regards to contacting another.        For example, they may say “send the following one liner to        User_X within 10 minutes to receive 20% off your next drink”.    -   Trivia games in which patrons compete within the bar, and among        other bars.    -   Games between users of different bars: Users at different bars        can communicate with other application users, sharing such        information as how full the bar is, rating the average ‘hotness’        of people in the bar, current specials, music, etc.    -   Games between bars and prior customers: For example, the bar may        maintain a database of previous customers and send them requests        (if user settings allow) to participate in promotions, such as        “the first 100 people through the door get free cover, or 50%        off drinks”. Customer retention mechanisms of other sorts are        also possible given the database.    -   Games could be designed to encourage interactivity with the        bar's music or DJs. For example, users could compete for votes        from the crowd which would entitle them to select music to be        played in the bar or to communicate with the DJ on the crowd's        behalf.    -   Games could also be accessible outside of bars. To help privacy        concerns, it could be a requirement that participating users        have visited at least a certain number of real establishments        before gaining access. Games outside of bars might include        competitions that encourage users to meet and shop at partner        retailers. For example, Starbucks may send out a discount coupon        to several users who must meet at a Starbucks and touch phones        in order to activate the discount.

A key feature of some bars games is that they can be mutually beneficialto the bar and the users by disguising intentions as “for the game”.That is, the bar offers games to make the bar fun and to upsell itsclientele, while its clientele are encouraged to interact with oneanother with under the pretense created by the games.

Augmented Reality Features

According to Wikipedia, augmented reality is “is a live, direct orindirect, view of a physical, real-world environment whose elements areaugmented by computer-generated sensory input such as sound, video,graphics or GPS data”. Features of this technology can be built intothis application to augment user experience in a variety of ways. Forinstance, a phone might be held up and the camera used to identify othernearby users. User identification could be used to:

-   -   Overlay profile information on the user being viewed through the        camera, including such information as whether or not they were        open to meeting new people, and user entered data such as        “please do not talk to me while I am dancing”, or “Not educated?        Not interested!”    -   Overlaying options to communicate with the person being viewed        through the camera.    -   Communications could be established through interactivity with        printed material. Layar is an application that enables such        interactivity through object recognition        (https://www.layar.com/). Communications could be established by        providing buttons that overlay photos of friends that have been        recognized by the system, for example. This feature might be        used to recognize friends in photos, online profiles, websites,        promotional material, or almost anywhere that one might put a        printed or digital photograph.

FIG. 8b shows that the camera could be used to make this feature readilyaccessible.

Virtual Reality Features

Virtual reality could also be used in some embodiments of the presentinvention. In fact, many of the embodiments for real world use cases canbe replicated in a virtual reality space. For example, silent discos andhouse parties could be replicated in a virtual space. Instead ofspeaking with someone who is physically nearby, proximity basedcommunications could be established virtually. A user may approach anavatar to converse and share music, for instance. Alternatively, a 3Dvirtual workroom might be created in which individuals are able tolisten to their own music and to still collaborate with others. Evensimple use cases such as running could be replicated in a virtualenvironment. For example, a virtual reality headset might be worn whilerunning on a treadmill, and friends running at the same time would beable to converse while listening to their music. The virtual realitydevice would simply add a visual component, perhaps a virtual world inwhich two runners on different continents could feel like they arerunning together, or competing on the same course. Virtual realitydevices may contain sufficient instrumentation to facilitate, virtually,any of the use cases and embodiments described in this document.

Sound Channels Specific to Establishment

The audio settings interface could be modified to interact with specificchannels available at a commercial establishment. For example, customerscould choose to listen to different music or television channels as aresult of wearing their own headphones. This concept is illustrated inFIG. 10f . They would still be in communication with their friends, whocould be listening to the same or different programming. The detailsbutton illustrates that additional details could be accessed for eachsource, such as access to an equalizer and other sound settings likethose illustrated earlier.

Upload to Cloud

When users have borrowed a device from a commercial establishment, andinput or received information on the borrowed device, they may wish tohave access to this information after leaving the establishment. A cloudbased upload feature could address this, and could be a manual requestor automatic as long as a user is signed in. Uploaded data may includecontact details in the address book, photos, videos, points earned, ortransactions, among other things.

Motorized Vehicle Integrations

As discussed earlier, some of the embodiments of the invention can beused to facilitate communications among drivers. Vehicle manufacturersand other product & service providers often make API's available suchthat software developers can provide for functionality with specificonboard hardware. This technology can also provide its own set of APIsfor interoperability with products from other hardware and softwareproviders. The following are a few examples of potential adaptations forenhanced interoperability with motorized vehicles:

-   -   Motorcycles: Interoperability with a motorcycle's visual console        and intercom system, console buttons, onboard speakers, and        handlebar controls. Interoperability with 3rd party equipment        including Bluetooth ear pieces, helmet mounted cameras and        communications systems, etc.).    -   Cars: Interoperability with visual console and GPS, onboard        speakers, and 3rd party equipment designed to connect smart        phones to the car's audio system (e.g. special Bluetooth        modules, audio cables, tape and CD adapters, etc.).    -   Transport Trucks: Embodiments of the invention could be modified        for functionality with CB radios if it doesn't supersede them        completely. Software could be purpose designed to help tired        truck drivers find and communicate with one another (only when        desirable) to stay awake.

Other Potential Software Features

-   -   Voice Over Recording: Embodiments of the invention will have        functionality for recording background audio and microphone        audio separately. The would provide both higher quality audio        and the option to edit each audio stream independently. Two        example where this would be useful are:        -   In Karaoke Bars and Singing Rooms users could record their            singing independently of background music, allowing them to            edit it later.        -   Teens might record voice over messages or singing on their            mix tapes. This feature could integrate with 3rd party            applications such as “Songify”.    -   Teen Plugin: For teen users, a plug-in could be installed to        provide games and communication options that enable anonymity        and discrete methods of communicating feelings towards others.        For example, teens may indicate who they ‘like’ in their friends        list, and receive notification when the opposite party ‘likes’        them back. Guessing games and anonymous user names could be used        to help encourage teens to start communicating after a ‘mutual        like’ had been detected.    -   Address book: An address book purpose designed for meeting new        people in public. It would enable new contacts to be sorted        using additional criteria (such as where they met, date of        meeting, age, interests, special user notes about the        conversations, etc.). This may be adapted for bars or specific        types of events, but the data would feed into a central database        compatible with the system or software.    -   Easily programmable menus, ordering, and payments: For bars,        restaurants, and other commercial users, menus and electronic        ordering and payments could be added. To minimize the need to        tailor this feature for each customer, it could be made highly        customizable such that menus, ordering, and payment options        could all be set up by the commercial users. Payments would        likely be integrated with an established provider such as PayPal        or Google Wallet, for example.    -   Commercial Administrator Control: Commercial administrators may        request access to record data transmitted through the system for        the purposes of identifying their best customers and marketing        to them. Alternatively they may monitor communications to        protect users in a number of ways: inappropriate conduct would        be minimized because the identity of abusers would be known by        administrators; administrators could warn users of suspicious        activity; administrators could keep a backup of data stored on        the users' phones in the event that they are lost or stolen.    -   Speech to Text & Text to Speech    -   Real time language translation (could be used in combination        with Speech to Text and Text to Speech).

Commercial Use Cases

Adapted Silent Disco Events

As described earlier, a silent disco is essentially a disco where peopledance to music played through wireless headphones instead ofloudspeakers. There are many other types of events based on a similarconcept including silent theatre, silent disco pub crawls, group fitnessevents, and others. Any of these applications could be adapted andimproved by enabling headset based communication in addition to theother audio sources that are already being transmitted to the headsetswirelessly. The audio from this communication could be mixed with orseparate from other audio. Generally speaking, music would still betransmitted via FM, the receiver being either built into the headphones(as now) or through a purpose built accessory that can communicate withboth a mobile phone and the headphones. Intelligent headsets could beused along with, or in place of, other hardware to enable functionalitywith the software features. For example, intelligent headsets or otherhardware combinations may include hardware and instrumentation such asgyroscopes, magnetometers, accelerometers, and GPS.

The most fundamental change to existing silent disco style events willbe the addition of communication. Whereas voice communication at silentdisco events now requires users to remove their headsets, utilizing thenew technology would enable simultaneous communication through theheadsets. Modes of establishing connections could be intentional, as inthe pushing of a button or a gesture; or they could be automatic, andbased on sensing technology. For example, a precise GPS signal (orindoor positioning system) could detect when two users are very close toone another and automatically establish communication between them, sothat being able to talk is proximity based (as in real life, withoutheadphones). Alternatively, gyro sensors could be used to detect whentwo users are looking at one another, and establish communication then,even from a distance. Manual communication controls would be availableon software installed to the phones, and combinations of manual andautomated methods could be used to establish and control communications,creating very unique experiences.

Games at Silent Disco Events and Nightclubs:

An important result of adapting silent disco technologies to includesmart phones is that users could all be connected to a common network bydefault. For example, if all users installed the novel software on theirdevices to control communications, a dense network of users would becreated. It would then be feasible for the system to include games andservices that rely on dense networks of people. Some examples: a gamethat encourages people at a bar to meet each other to receive a freedrink; a drink ordering and payment feature; features that enable thecrowd to vote on something (like music, drink specials, or the winner ofa competition). There are many more options, each of them with theability to make a unique experience and keep people coming back to aparticular event or venue.

Location Based Musical Experiences:

Location aware music is a new concept in which music can be streamed toa mobile device based on its location, as determined by GPS. Examplesare “The National Mall” and “Listen to the Light” by Bluebrain. Listento the Light plays different music depending on where the user is,enabling a musical interpretation of one's surroundings. Intelligentheadsets can add another layer of interactivity because they can infernot only user location, but what users are looking at. Addingcommunication would enable the design and creation of many uniquelocation based musical experiences. The application of this concept isnot limited to the outdoors; indoor venues can utilize an indoorpositioning system. Multiple layers of FM can be transmitted such thatthe musical experience can automatically change from one area (or room)to the next. In addition, more FM signals can be utilized by removingthe limitation imposed by the switch on a traditional silent discoheadset, and replacing it with software based selection on mobilephones.

Line of Sight Experiences:

Because intelligent headsets can be aware of when two people are lookingat each other, a layer of audio can be superimposed when they do. Thismight take the form of a game, where people choose a sound to transmitto people that they look at. Alternatively, it may be a sound layer thatthe DJ can impose on a selected audience by looking at it. A DJ mightraise his hands and shine a light on a specific area of the crowd. Onlythe lit area of the crowd would receive the additional layer ofmusic/sound, while the others would watch the light and anticipate itreaching them. These, and similar experiences would keep people wantingto come back to see what's next. These types of use cases would not belimited to DJs. Any band could choose to produce a silent disco styleevent in which the lights could be used in combination with theheadphones for very unique experiences, with different forms ofcommunication enabled throughout the entire show.

Tours:

“Intelligent Headset”, a specific headset made by GN Store Nord, has anapp that enables a headset user to walk around a city, look at abuilding, and have the software recognize what it is and provide aninformative narration. This technology, by itself, could be used todirect self guided tours. But group tours would be much more interestingby adding communication. Add a layer of music, and the experiencebecomes that much more unique and enjoyable. Silent disco style pubcrawls are already being run in locations around the world including NewYork City. Merging these concepts together again yields a huge varietyof opportunity. Imagine a city that speaks to the user and plays musicaccording to where the user are, and being able to share that experienceby communicating with friends in real time; whether or not they are apart of the group!

There are many more use case possibilities already known, and likelymany more that will be conceived over time.

Bars and Clubs

Implementing a Silent Disco style embodiment of the invention in barsand nightclubs would offer a number of benefits to bar owners andpatrons.

Benefits to Bar

-   -   Increased clientele through the following mechanisms:        -   i) Demand for a unique service: improved ability to converse            and play social games will draw users for a new experience.        -   ii) Database: Bars could improve repeat business by            improving their ability to reach previous customers. By            using the application inside of a bar, users could choose to            receive promotional offers from that bar. Likely, such            offers would be ‘gamified’ in some way, making the            promotions through the application more successful than            conventional email promotions.        -   iii) Word of mouth from others using the app.        -   iv) Anything that is a benefit to the user/patron can result            in increased demand for the bar, see below for more            examples.    -   Increased revenue and reduced cost through the following        mechanisms:        -   i) Increased patronage=more drinks sold        -   ii) Increased prices for drinks        -   iii) Cover charge if demand is increased sufficiently        -   iv) Increased number of nights open (e.g. enough demand to            stay open during the week, and getting around noise bylaws).        -   v) Pass cost onto users directly by renting out headphones            and handheld terminals.        -   vi) More drinks purchased due to increased order            speed—people ordering through phone means faster payment and            foresight on order sizes enabling more efficient allocation            of personnel. Waiters/waitresses can bring drinks to            location from which it was ordered where bar map & RFID            capabilities are installed. Efficiency may result in fewer            personnel required.        -   vii) In some cases bars don't need to hire a DJ, or to spend            as much money on expensive sound equipment. Such bars can            rely on users to supply their own music through their Smart            Devices, or upload music to the loaner devices.        -   viii) Reduced marketing costs (higher demand, regardless)    -   Noise reduction        -   i) Increased hours of operation (where noise bylaws limited            before).        -   ii) Reduction in fines.        -   iii) Ability to open new bars in areas otherwise prohibited            by noise ordinance including spaces with cheaper rent,            outdoor spaces, nearer to residential neighbourhoods.

Value Proposition to Customers/Bar Patrons

There are numerous benefits to the user, some of which are listed below:

-   -   Headsets provide improved ability to communicate by allowing        voice over top of music, with customizable volume levels. This        can improve communication confidence for a number of reasons:        -   i) The user doesn't need to awkwardly yell into somebody's            ear to make them hear.        -   ii) The user doesn't need to repeat himself multiple times            to get a point across        -   iii) The user can choose settings that allows the user to            speak with someone without their friends, or the user's            friends, being able to hear what's going on.    -   Mobile app features and games help to break the ice. Users can        flirt more comfortably with greatly diminished fear of        rejection. People have grown very comfortable when protected        behind a screen. But by moving the screens into the same room,        the step of meeting and actually conversing becomes much easier.    -   Customized audio inputs: As is the case in other silent parties,        users can choose their own music if they do not like what is        being played. This allows them to go to bars that they were        otherwise uninterested in. Another example is at sports bars        where they can switch between audio of different games.    -   Where specialized smart devices are rented from the bar, users        can take photos of their night out without the need to bring        their smartphones or an additional higher quality camera &        flash. The rental devices could be slightly larger and purpose        built.    -   Not waiting for drinks when the bar installs an automatic        ordering feature.

Conference Centers

Booths could use RFID to transmit messages to conference attendeespassing by. Conference attendees walking by would receive an invite fromthe booth to receive an audio stream and/or an information file thatwould be stored and organized within the application. Upon accepting theinvitation, the conference attendee could change to an audio streampertinent to the booth adjacent to him. Alternatively, the attendeecould listen to a speech or Q&A session being presented elsewhere at theconference while he continued to browse booths or tend to his own.

Museums

Similar to existing audio guides, patrons would receive audio streamspertinent to their current location in the museum. The use of amicrophone would enable users to speak with friends (both proximal andin other parts of the museum) more conveniently (without removingheadset) and more quietly (amplification through microphone). Featurescould be built into the mobile application to allow users to read anddownload information related to each exhibit. The application could bedesigned to store and organize this information in conjunction withphotos that the user takes.

Movies & Live Theatre

Theatre-goers could speak with their friends without disturbing others.Additionally, new theatres could be constructed with minimal attentionto soundproofing as the noise level would be lower and ambient noisewould be cancelled through the headphones, leaving the audio experienceof the user unaffected. Furthermore, different audio signals could besent to different users, in different languages for example.

Dispatch Application

Dispatch applications include public safety and emergency response,transportation dispatch (taxi, transport, train & other freight), publicutility, and military. Dispatch operations often require that severalcommunication channels be monitored and that field operators can bequickly reached by the dispatchers. Likewise field operators may beoperating different channels simultaneously, and desire flexibility withdifferent communications modes and more flexibility with audio settings.Several aspects and features of the various embodiments of thisinvention can be leveraged for these purposes, and can be adapted forinteroperability with existing hardware and software that is alreadyused by dispatch operators and field personnel.

Construction & Other Worksites

Ear protection is often worn by construction workers and others involvedin noisy operations. This ear protection could be purpose designed toinclude headphone speakers and microphones for communications. Inconjunction with a suitable network infrastructure, this would makepersistent voice connections feasible, thereby increasing collaborationand safety. Safety could be further improved through hands-freeoperation of the communication system. Workers would not need to riskdropping tools to grab for a walkie talkie, and they would not need todivert their attention from what they are doing in order to communicate.

General Note on Methods and Computer-Readable Medium

Any of the methods disclosed herein may be implemented in hardware,software, firmware or any combination thereof. Where implemented assoftware, the method steps, acts or operations may be programmed orcoded as computer-readable instructions and recorded electronically,magnetically or optically on a fixed or non-transitory computer-readablemedium, computer-readable memory, machine-readable memory or computerprogram product. In other words, the computer-readable memory orcomputer-readable medium comprises instructions in code which whenloaded into a memory and executed on a processor of a computing devicecause the computing device to perform one or more of the foregoingmethod(s).

A computer-readable medium can be any means that contain, store,communicate, propagate or transport the program for use by or inconnection with the instruction execution system, apparatus or device.The computer-readable medium may be electronic, magnetic, optical,electromagnetic, infrared or any semiconductor system or device. Forexample, computer executable code to perform the methods disclosedherein may be tangibly recorded on a computer-readable medium including,but not limited to, a floppy-disk, a CD-ROM, a DVD, RAM, ROM, EPROM,Flash Memory or any suitable memory card, etc. The method may also beimplemented in hardware. A hardware implementation might employ discretelogic circuits having logic gates for implementing logic functions ondata signals, an application-specific integrated circuit (ASIC) havingappropriate combinational logic gates, a programmable gate array (PGA),a field programmable gate array (FPGA), etc.

The present invention has been described in terms of specificembodiments, examples, implementations and configurations which areintended to be exemplary or illustrative only. Other variants,modifications, refinements and applications of this innovativetechnology will become readily apparent to those of ordinary skill inthe art who have had the benefit of reading this disclosure. Suchvariants, modifications, refinements and applications fall within theambit and scope of the present invention. Accordingly, the scope of theexclusive right sought by the Applicant for the present invention isintended to be limited solely by the appended claims and their legalequivalents.

What is claimed is:
 1. A system comprising: a first device and a seconddevice, each device being operatively coupled to a microphone, eachdevice having access to a set of instructions in code, the codecontaining instructions for executing voice communication between thedevices over a network, the code containing instructions wherein theaudio signals admitted through the microphones are continuouslymonitored wherein the signals are, on a continuous basis, identified aseither human voice, or not, the code containing instructions for playingbackground audio from a source other than the device's microphone, thecode containing instructions for communicating to a second device, theongoing presence of voice, or lack thereof, on the first device, and thecode containing instructions to automatically adjust background audio onthe second device when human voice on the first device is detected,wherein the code is further configured to blend voice audio and otheraudio in accordance with user preferences.
 2. The system of claim 1,wherein the human voice detection code is executed on a centralizedserver.
 3. The system of claim 1, wherein the human voice detection codeis executed on the second device.
 4. The system of claim 1, wherein thecode is further configured to auto-regulate acoustic properties of theaudio signals transmitted from each device's microphone.
 5. The systemof claim 1, wherein filters are applied to an audio signal in order tomake the voice audio more audible.
 6. The system of claim 1, wherein thecode is further configured to recognize human speech in one language andto translate it to another language.
 7. The system of claim 1, whereinthe first device contains a touch-activated display screen.
 8. Thesystem of claim 1, wherein the first device is a mobile device withpositioning sensors.
 9. The system of claim 8, the code containinginstructions wherein audio channels connected to one of the microphonesare subject to Spatial Audio adjustments based on a relative positioningof the devices.
 10. The system of claim 8, the code containinginstructions for determining proximity to the second device, the codecontaining instructions wherein audio channels connected to one of themicrophones are subject to Distance Attenuation based on the proximityof the devices. 11) The system of claim 1, wherein the first device is aheadset with physical controls that can be programmed to interact withthe code.
 12. The system of claim 1, wherein the first device containscode containing instructions for accepting input instructions throughvoice commands.
 13. The system of claim 1, wherein the first devicecontains code containing a silence suppression mechanism in which thevoice channel's bit rate is reduced by more than 75% in the absence ofhuman voice detection.
 14. The system of claim 1, wherein the firstdevice is a motorcycle helmet.
 15. The system of claim 1, wherein thefirst device is a virtual reality headset.
 16. The system of claim 1,wherein the first device is a mobile phone.
 17. The system of claim 1,wherein the first device is a smart watch.
 18. The system of claim 1,wherein the code is further configured to execute Media Cancellation.19. The system of claim 1, wherein the code is further configured toexecute an Adjustable Speech Recognition Setting.
 20. The system ofclaim 1, wherein the background audio is implemented through livestreaming.
 21. The system of claim 7, wherein the code is furtherconfigured to display a user interface object comprising a Planner. 22.The system of claim 7, wherein the code is further configured to displaya user interface object comprising a Media Mode.
 23. The system of claim7, wherein the code is further configured to display a user interfaceobject comprising a Virtual Room.
 24. The system of claim 7, wherein thecode is further configured to display a user interface object comprisinga Suggestions feature.
 25. The system of claim 7, wherein the code isfurther configured to display a user interface object comprising aPublic Rooms feature.
 26. The system of claim 7, wherein the code isfurther configured to display a user interface object comprising anAudio Store feature.
 27. The system of claim 7, wherein the code isfurther configured to display a user interface object comprising aFlexible Channel Interface.
 28. The system of claim 7, wherein the codeis further configured to display a user interface object comprisingIndividual Volume Control elements to independently control voice audiosignals from other devices connected to the network.
 29. The system ofclaim 7, wherein the code is further configured to display a userinterface object for executing a Voice Over Clip.
 30. The system ofclaim 7, wherein the code is further configured to display a userinterface object for setting up Voice Navigation.
 31. The system ofclaim 7, wherein the code is further configured to display the followingset of user interface objects on a single screen: a friends list; and aStatus Light.
 32. The system of claim 1, wherein the code is furtherconfigured to execute a Duplex Mode.
 33. The system of claim 1, whereinthe code is further configured to execute a Monitor Mode.
 34. The systemof claim 17, wherein the code is further configured to display a userinterface object comprising a music library.